Initialize engine version: 2019.4.40f1 (ffc62b691db5) [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 GTX 1660 Ti (ID=0x2191) Vendor: VRAM: 5991 MB Driver: 31.0.15.1700 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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__110.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.InitializeNetworkManagers () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Services.d__110:MoveNext() LE.Services.ServiceProvider:InitializeNetworkManagers() LE.Services.ServiceProvider:ResetInstances() LE.Services.ServiceProvider:.cctor() LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__104.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__103.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+ExceptionResultSource`1[T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__103.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask) LE.Services.ServiceProvider:ResetInstances() LE.Services.ServiceProvider:.cctor() LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset() (Filename: currently not available on il2cpp Line: -1) [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 (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: 2373) 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: 9.651200 ms game version: 0.9f 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) 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) Command line options: IsDiagnosticLoggingEnabled = False ConnectDirectlyToGameServer = False GameServerIP = GameServerPort = PlayFabTitleId = Profile = UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Core.CommandLine:GetCommandLineOptions(IEnumerable`1) System.Func`1:Invoke() System.Lazy`1:CreateValue() System.Lazy`1:LazyInitValue() System.Lazy`1:get_Value() LE.Services.ServiceProviderInitializer:UpdateClientSettingsFromCommandLineOptions() LE.Services.ServiceProviderInitializer:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7 Unused Serialized files (Serialized files now loaded: 3) UnloadTime: 7.085500 ms Unloading 572 unused Assets to reduce memory usage. Loaded Objects now: 563736. Total: 896.983900 ms (FindLiveObjects: 26.077900 ms CreateObjectMapping: 63.131000 ms MarkObjects: 805.679700 ms DeleteObjects: 2.094700 ms) LoginController EnterState None -> CheckForSteam UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel AttemptingSteamLogin UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) (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) LoginController EnterState CheckForSteam -> LoginPlayer UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__1:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel LoginPlayer UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__1:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (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) LoginController EnterState LoginPlayer -> LandingZone UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__3:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__26:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__27:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) LE.Wrapper.PlayFab.<>c__DisplayClass0_0:b__1(LoginResult) System.Action`1:Invoke(T) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() AfterBlockAction:Invoke() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel LandingZone UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__3:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__26:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__27:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) LE.Wrapper.PlayFab.<>c__DisplayClass0_0:b__1(LoginResult) System.Action`1:Invoke(T) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() AfterBlockAction:Invoke() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12: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 '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) 2023-03-28T16:22:40.5139111+00:00 LoginController EnterState LandingZone -> CharacterSelect LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__16:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) LE.UI.Login.d__20:MoveNext() AfterBlockAction:Invoke() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) All cloth particles are fixed so the Cloth component is not initialized d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:AsyncOperationCompleted(AsyncOperation) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) All cloth particles are fixed so the Cloth component is not initialized CharacterCreationSelection:SetPosition(PositionState, Boolean) d__10:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:AsyncOperationCompleted(AsyncOperation) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) 2023-03-28T16:22:49.8363456+00:00 [Addressables] Object with name: MainPlayer wasn't preloaded In Zone CharacterSelectScene. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__12:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__31:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (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__12:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__31:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() [ line 648] (Filename: Line: 648) 2023-03-28T16:22:50.2560927+00:00 Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:22:50.7921374+00:00 PreLoading Scene: Z20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:22:50.7931074+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:22:52.3346660+00:00 Finished Load Scene References, Time Taken: 1,541563 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 15) Unloading 107454 unused Assets to reduce memory usage. Loaded Objects now: 633416. Total: 1067.926900 ms (FindLiveObjects: 43.590600 ms CreateObjectMapping: 93.900600 ms MarkObjects: 897.040000 ms DeleteObjects: 33.395300 ms) Unloading 7 Unused Serialized files (Serialized files now loaded: 15) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? 2023-03-28T16:22:54.2839465+00:00 Error fetching inventory for current player. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) d__25:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) LE.MicrotransactionSystem.d__16:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) LE.MicrotransactionSystem.d__19:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) LE.MicrotransactionSystem.d__2:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.MicrotransactionSystem.d__10:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.MicrotransactionSystem.d__16:MoveNext() AfterBlockAction:Invoke() System.ComponentModel.RefreshEventHandler:Invoke(RefreshEventArgs) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Telemetry.d__8:MoveNext() System.ComponentModel.RefreshEventHandler:Invoke(RefreshEventArgs) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() AfterBlockAction:Invoke() System.ComponentModel.RefreshEventHandler:Invoke(RefreshEventArgs) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Telemetry.d__20:MoveNext() System.ComponentModel.RefreshEventHandler:Invoke(RefreshEventArgs) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.<b__0_1>d:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) System.Action`1:Invoke(T) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() AfterBlockAction:Invoke() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) UnloadTime: 8.944700 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 2023-03-28T16:22:55.1472577+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:22:55.1542439+00:00 Time to Single load 'Z20' 4,44 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 860 unused Assets to reduce memory usage. Loaded Objects now: 639754. Total: 1018.664400 ms (FindLiveObjects: 39.519700 ms CreateObjectMapping: 71.589300 ms MarkObjects: 903.977900 ms DeleteObjects: 3.577200 ms) 2023-03-28T16:36:00.8882715+00:00 PreLoading Scene: Z30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:36:00.8902648+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:36:01.5989933+00:00 Finished Load Scene References, Time Taken: 0,7081299 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 653031. Total: 1022.058500 ms (FindLiveObjects: 37.097300 ms CreateObjectMapping: 67.514500 ms MarkObjects: 916.684600 ms DeleteObjects: 0.761500 ms) Unloading 8 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 20.872600 ms 2023-03-28T16:36:03.6908439+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:36:03.6938349+00:00 Time to Single load 'Z30' 2,86 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 10317 unused Assets to reduce memory usage. Loaded Objects now: 663059. Total: 1023.616800 ms (FindLiveObjects: 38.110600 ms CreateObjectMapping: 79.004200 ms MarkObjects: 901.374900 ms DeleteObjects: 5.126700 ms) 2023-03-28T16:37:41.0721643+00:00 DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Color, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsPanelManager:openSkillTree(Ability) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T16:45:32.6777197+00:00 PreLoading Scene: Z40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:45:32.6787171+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:45:32.8677636+00:00 Finished Load Scene References, Time Taken: 0,1887207 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 17) Unloading 158 unused Assets to reduce memory usage. Loaded Objects now: 743504. Total: 1216.985500 ms (FindLiveObjects: 47.119700 ms CreateObjectMapping: 76.916000 ms MarkObjects: 1091.907200 ms DeleteObjects: 1.042200 ms) Unloading 9 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 24.911900 ms 2023-03-28T16:45:35.3338628+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:45:35.3379208+00:00 Time to Single load 'Z40' 2,74 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1345 unused Assets to reduce memory usage. Loaded Objects now: 729514. Total: 1119.505200 ms (FindLiveObjects: 43.500000 ms CreateObjectMapping: 74.669700 ms MarkObjects: 998.325500 ms DeleteObjects: 3.009600 ms) 2023-03-28T16:47:36.8437342+00:00 Exception occured while capturing prefab state for Haruspex Orian leap impact indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:47:36.8447595+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:47:46.3641657+00:00 Exception occured while capturing prefab state for Haruspex Orian Stab Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:47:46.3651633+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:48:15.3553610+00:00 Spawner rollback has not been implemented yet! Spawner - Haruspex Orian Z40 Spawner LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.SceneState.Nodes.StateNode:Exit(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:48:33.8208283+00:00 PreLoading Scene: A04 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:48:33.8293274+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:48:34.8685637+00:00 Finished Load Scene References, Time Taken: 1,039063 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 16) Unloading 434 unused Assets to reduce memory usage. Loaded Objects now: 742656. Total: 1106.250300 ms (FindLiveObjects: 40.935300 ms CreateObjectMapping: 74.005000 ms MarkObjects: 988.677600 ms DeleteObjects: 2.631900 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 10 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 18.083900 ms 2023-03-28T16:48:37.5696835+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:48:37.5736728+00:00 Time to Single load 'A04' 3,83 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7639 unused Assets to reduce memory usage. Loaded Objects now: 740245. Total: 1155.339000 ms (FindLiveObjects: 45.832200 ms CreateObjectMapping: 85.987200 ms MarkObjects: 1017.643000 ms DeleteObjects: 5.875900 ms) 2023-03-28T16:52:20.5257179+00:00 PreLoading Scene: A10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:52:20.5267508+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:52:22.6242320+00:00 Finished Load Scene References, Time Taken: 2,097534 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 988 unused Assets to reduce memory usage. Loaded Objects now: 745146. Total: 1233.432700 ms (FindLiveObjects: 46.663600 ms CreateObjectMapping: 75.177500 ms MarkObjects: 1108.998300 ms DeleteObjects: 2.592800 ms) Unloading 11 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 21.833500 ms 2023-03-28T16:52:25.2373311+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T16:52:25.2827216+00:00 Time to Single load 'A10' 4,84 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1064 unused Assets to reduce memory usage. Loaded Objects now: 792958. Total: 1190.871500 ms (FindLiveObjects: 59.963100 ms CreateObjectMapping: 87.162500 ms MarkObjects: 1040.672000 ms DeleteObjects: 3.073300 ms) 2023-03-28T17:04:04.8487290+00:00 ErzaWaveSpawner (UnityEngine.GameObject) triggered: Wave Fight Completed LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) JBooth.MicroSplat.MaterialSync:Invoke(Material) WaveSpawner:spawnDeath(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:04:04.8626457+00:00 ErzaWaveSpawner (UnityEngine.GameObject) triggered: Wave Fight Completed LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) JBooth.MicroSplat.MaterialSync:Invoke(Material) WaveSpawner:spawnDeath(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:04:15.2899050+00:00 PreLoading Scene: A30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:04:15.2899050+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:04:15.2909013+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 1072 unused Assets to reduce memory usage. Loaded Objects now: 810035. Total: 1564.813800 ms (FindLiveObjects: 53.839900 ms CreateObjectMapping: 89.923900 ms MarkObjects: 1419.225000 ms DeleteObjects: 1.824400 ms) Unloading 12 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 61.996300 ms 2023-03-28T17:04:18.4262746+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:04:18.4741466+00:00 Time to Single load 'A30' 3,29 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 582 unused Assets to reduce memory usage. Loaded Objects now: 788558. Total: 1333.308400 ms (FindLiveObjects: 59.451000 ms CreateObjectMapping: 103.037800 ms MarkObjects: 1168.731400 ms DeleteObjects: 2.087900 ms) 2023-03-28T17:06:49.5034116+00:00 PreLoading Scene: A40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:06:49.5034116+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) 2023-03-28T17:06:50.8060529+00:00 Finished Load Scene References, Time Taken: 1,301758 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 16) Unloading 698 unused Assets to reduce memory usage. Loaded Objects now: 795813. Total: 1347.204300 ms (FindLiveObjects: 58.119300 ms CreateObjectMapping: 98.177700 ms MarkObjects: 1189.388700 ms DeleteObjects: 1.518100 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 13 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 34.877800 ms 2023-03-28T17:06:53.3777166+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:06:53.3817077+00:00 Time to Single load 'A40' 3,97 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4792 unused Assets to reduce memory usage. Loaded Objects now: 804383. Total: 1379.682000 ms (FindLiveObjects: 66.124500 ms CreateObjectMapping: 100.778300 ms MarkObjects: 1207.909000 ms DeleteObjects: 4.870000 ms) 2023-03-28T17:07:09.3503776+00:00 PreLoading Scene: A3S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:07:09.3513752+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:07:09.6353936+00:00 Finished Load Scene References, Time Taken: 0,2841797 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 1291 unused Assets to reduce memory usage. Loaded Objects now: 800463. Total: 1227.370000 ms (FindLiveObjects: 40.811200 ms CreateObjectMapping: 80.815900 ms MarkObjects: 1101.461800 ms DeleteObjects: 4.280400 ms) Unloading 14 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 43.776800 ms 2023-03-28T17:07:11.6580548+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:07:11.6620441+00:00 Time to Single load 'A3S10' 2,39 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 659 unused Assets to reduce memory usage. Loaded Objects now: 756867. Total: 1341.009700 ms (FindLiveObjects: 55.165800 ms CreateObjectMapping: 91.401200 ms MarkObjects: 1189.890000 ms DeleteObjects: 4.551900 ms) 2023-03-28T17:10:04.5886372+00:00 PreLoading Scene: A40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:04.5886372+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:05.0775957+00:00 Finished Load Scene References, Time Taken: 0,4885254 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 16) Unloading 630 unused Assets to reduce memory usage. Loaded Objects now: 752547. Total: 1259.074800 ms (FindLiveObjects: 40.515300 ms CreateObjectMapping: 84.587900 ms MarkObjects: 1132.096000 ms DeleteObjects: 1.874900 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 13 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 12.356400 ms 2023-03-28T17:10:07.5343058+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:07.5383024+00:00 Time to Single load 'A40' 3,03 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 452 unused Assets to reduce memory usage. Loaded Objects now: 806682. Total: 1188.341700 ms (FindLiveObjects: 48.894200 ms CreateObjectMapping: 82.392400 ms MarkObjects: 1055.630700 ms DeleteObjects: 1.424200 ms) 2023-03-28T17:10:26.4433001+00:00 PreLoading Scene: A3S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:26.4442973+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:26.6923768+00:00 Finished Load Scene References, Time Taken: 0,2480469 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 1308 unused Assets to reduce memory usage. Loaded Objects now: 801967. Total: 1208.524400 ms (FindLiveObjects: 44.796400 ms CreateObjectMapping: 85.932600 ms MarkObjects: 1074.382200 ms DeleteObjects: 3.412800 ms) Unloading 14 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 44.103700 ms 2023-03-28T17:10:28.5495643+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:28.5525558+00:00 Time to Single load 'A3S10' 2,19 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 665 unused Assets to reduce memory usage. Loaded Objects now: 756796. Total: 1167.500600 ms (FindLiveObjects: 37.992700 ms CreateObjectMapping: 79.139400 ms MarkObjects: 1047.844400 ms DeleteObjects: 2.523600 ms) 2023-03-28T17:10:31.2878816+00:00 PreLoading Scene: A40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:31.2878816+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:31.7148911+00:00 Finished Load Scene References, Time Taken: 0,4262695 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 16) Unloading 462 unused Assets to reduce memory usage. Loaded Objects now: 753783. Total: 1263.473700 ms (FindLiveObjects: 38.154000 ms CreateObjectMapping: 80.748500 ms MarkObjects: 1143.435500 ms DeleteObjects: 1.135300 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 13 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 13.369300 ms 2023-03-28T17:10:34.1007356+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:34.1037276+00:00 Time to Single load 'A40' 2,89 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 449 unused Assets to reduce memory usage. Loaded Objects now: 804973. Total: 1294.901600 ms (FindLiveObjects: 52.709000 ms CreateObjectMapping: 97.300100 ms MarkObjects: 1143.319000 ms DeleteObjects: 1.573100 ms) 2023-03-28T17:10:46.2708553+00:00 PreLoading Scene: A30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:46.2718525+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:46.2718525+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 3532 unused Assets to reduce memory usage. Loaded Objects now: 798432. Total: 1293.752500 ms (FindLiveObjects: 50.769200 ms CreateObjectMapping: 95.006000 ms MarkObjects: 1139.884100 ms DeleteObjects: 8.092600 ms) Unloading 12 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 34.793700 ms 2023-03-28T17:10:48.6430148+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:48.6430148+00:00 Target spawn position was > 5 from the nearby navmesh, extending range LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:10:48.6819405+00:00 Time to Single load 'A30' 2,49 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 486 unused Assets to reduce memory usage. Loaded Objects now: 789202. Total: 1341.677400 ms (FindLiveObjects: 46.108100 ms CreateObjectMapping: 99.189200 ms MarkObjects: 1194.461900 ms DeleteObjects: 1.917900 ms) 2023-03-28T17:11:50.2117485+00:00 PreLoading Scene: A40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:11:50.2117485+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:11:51.3043224+00:00 Finished Load Scene References, Time Taken: 1,091797 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 16) Unloading 171 unused Assets to reduce memory usage. Loaded Objects now: 795564. Total: 1185.142600 ms (FindLiveObjects: 46.084900 ms CreateObjectMapping: 92.239100 ms MarkObjects: 1045.817400 ms DeleteObjects: 1.001000 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 13 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 28.414000 ms 2023-03-28T17:11:53.3575509+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:11:53.3655299+00:00 Time to Single load 'A40' 3,23 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4023 unused Assets to reduce memory usage. Loaded Objects now: 804878. Total: 1199.912900 ms (FindLiveObjects: 50.406600 ms CreateObjectMapping: 94.978600 ms MarkObjects: 1050.299300 ms DeleteObjects: 4.228000 ms) 2023-03-28T17:12:12.5618072+00:00 PreLoading Scene: A3S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:12:12.5618072+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:12:12.8060535+00:00 Finished Load Scene References, Time Taken: 0,2436523 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 1658 unused Assets to reduce memory usage. Loaded Objects now: 801126. Total: 1177.864800 ms (FindLiveObjects: 46.283000 ms CreateObjectMapping: 97.635400 ms MarkObjects: 1030.249700 ms DeleteObjects: 3.696200 ms) Unloading 14 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 34.458800 ms 2023-03-28T17:12:14.6238223+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:12:14.6268138+00:00 Time to Single load 'A3S10' 2,14 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 659 unused Assets to reduce memory usage. Loaded Objects now: 756728. Total: 1133.209300 ms (FindLiveObjects: 45.532700 ms CreateObjectMapping: 87.238000 ms MarkObjects: 997.967400 ms DeleteObjects: 2.470700 ms) 2023-03-28T17:13:11.9378254+00:00 PreLoading Scene: A40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:13:11.9378254+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:13:12.4139588+00:00 Finished Load Scene References, Time Taken: 0,4755859 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 16) Unloading 895 unused Assets to reduce memory usage. Loaded Objects now: 756985. Total: 1181.279400 ms (FindLiveObjects: 40.360800 ms CreateObjectMapping: 88.172400 ms MarkObjects: 1051.478900 ms DeleteObjects: 1.266900 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 13 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 21.958900 ms 2023-03-28T17:13:14.7063844+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:13:14.7094117+00:00 Time to Single load 'A40' 2,85 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 450 unused Assets to reduce memory usage. Loaded Objects now: 805583. Total: 1376.306100 ms (FindLiveObjects: 44.468800 ms CreateObjectMapping: 95.923800 ms MarkObjects: 1232.982800 ms DeleteObjects: 2.930300 ms) 2023-03-28T17:15:03.3697318+00:00 PreLoading Scene: A45 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:03.3697318+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:03.4584201+00:00 Finished Load Scene References, Time Taken: 0,08813477 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 18) Unloading 3738 unused Assets to reduce memory usage. Loaded Objects now: 801471. Total: 1193.929100 ms (FindLiveObjects: 45.140400 ms CreateObjectMapping: 92.332400 ms MarkObjects: 1046.953400 ms DeleteObjects: 9.502300 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 14 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 39.460000 ms 2023-03-28T17:15:05.3391889+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:05.3870573+00:00 Time to Single load 'A45' 2,10 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 607 unused Assets to reduce memory usage. Loaded Objects now: 751725. Total: 1195.552900 ms (FindLiveObjects: 43.044300 ms CreateObjectMapping: 83.458600 ms MarkObjects: 1066.542200 ms DeleteObjects: 2.507400 ms) 2023-03-28T17:15:28.1648394+00:00 Exception occured while capturing prefab state for Pannion Student Lightning Nova Indicator VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:28.1657268+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:28.7261031+00:00 Exception occured while capturing prefab state for Pannion Student Lightning Nova Indicator VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:28.7270637+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:15:51.5889156+00:00 PreLoading Scene: A30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T17:15:51.5989454+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T17:15:51.5989454+00:00 Finished Load Scene References, Time Taken: 0,0002441406 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 16) Unloading 363 unused Assets to reduce memory usage. Loaded Objects now: 752533. Total: 1107.072200 ms (FindLiveObjects: 40.151900 ms CreateObjectMapping: 78.068300 ms MarkObjects: 987.868300 ms DeleteObjects: 0.983300 ms) Unloading 12 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 11.237300 ms 2023-03-28T17:15:53.7474507+00:00 Time to Single load 'A30' 2,23 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 234 unused Assets to reduce memory usage. Loaded Objects now: 790724. Total: 1121.888100 ms (FindLiveObjects: 44.322600 ms CreateObjectMapping: 87.588100 ms MarkObjects: 988.607000 ms DeleteObjects: 1.370000 ms) 2023-03-28T17:16:17.3767991+00:00 PreLoading Scene: A60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:16:17.3767991+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:16:19.4541273+00:00 Finished Load Scene References, Time Taken: 2,07666 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 17) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 799622. Total: 1152.075700 ms (FindLiveObjects: 53.942300 ms CreateObjectMapping: 94.217200 ms MarkObjects: 1003.025500 ms DeleteObjects: 0.890200 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 17 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 28.269900 ms 2023-03-28T17:16:21.4155319+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:16:21.4534387+00:00 Time to Single load 'A60' 4,15 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5984 unused Assets to reduce memory usage. Loaded Objects now: 791034. Total: 1206.075600 ms (FindLiveObjects: 54.937800 ms CreateObjectMapping: 90.601100 ms MarkObjects: 1054.347700 ms DeleteObjects: 6.188800 ms) 2023-03-28T17:17:49.9573273+00:00 Exception occured while capturing prefab state for Void Worm Boss Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:17:49.9573273+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:18:41.9205881+00:00 PreLoading Scene: A60TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:18:41.9205881+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:18:42.1285415+00:00 Finished Load Scene References, Time Taken: 0,2075195 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 19) Unloading 3955 unused Assets to reduce memory usage. Loaded Objects now: 782380. Total: 1170.531100 ms (FindLiveObjects: 49.847200 ms CreateObjectMapping: 89.060100 ms MarkObjects: 1024.824900 ms DeleteObjects: 6.798500 ms) Unloading 18 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 26.700100 ms 2023-03-28T17:18:44.0741420+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:18:44.1131295+00:00 Time to Single load 'A60TR' 2,28 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2838 unused Assets to reduce memory usage. Loaded Objects now: 775692. Total: 1144.124000 ms (FindLiveObjects: 46.402100 ms CreateObjectMapping: 89.059900 ms MarkObjects: 1005.653000 ms DeleteObjects: 3.008600 ms) 2023-03-28T17:19:50.2309769+00:00 PreLoading Scene: A60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:19:50.2309769+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:19:51.1827441+00:00 Finished Load Scene References, Time Taken: 0,9511719 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 17) Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 784408. Total: 1136.670000 ms (FindLiveObjects: 42.283700 ms CreateObjectMapping: 91.252900 ms MarkObjects: 1002.119200 ms DeleteObjects: 1.013800 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 17 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 22.289100 ms 2023-03-28T17:19:53.2155479+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:19:53.2532348+00:00 Time to Single load 'A60' 3,09 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3277 unused Assets to reduce memory usage. Loaded Objects now: 795724. Total: 1174.782300 ms (FindLiveObjects: 47.064100 ms CreateObjectMapping: 88.410000 ms MarkObjects: 1037.116800 ms DeleteObjects: 2.191100 ms) 2023-03-28T17:37:45.2989925+00:00 PreLoading Scene: A70 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:37:45.2989925+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:37:45.6203385+00:00 Finished Load Scene References, Time Taken: 0,3208008 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 19) Unloading 2253 unused Assets to reduce memory usage. Loaded Objects now: 788191. Total: 1301.828900 ms (FindLiveObjects: 50.874500 ms CreateObjectMapping: 95.579700 ms MarkObjects: 1150.861400 ms DeleteObjects: 4.512700 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 18 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 29.309400 ms 2023-03-28T17:37:47.8526150+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:37:47.8927068+00:00 Time to Single load 'A70' 2,68 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1486 unused Assets to reduce memory usage. Loaded Objects now: 805672. Total: 1232.447900 ms (FindLiveObjects: 45.540600 ms CreateObjectMapping: 94.087400 ms MarkObjects: 1090.469500 ms DeleteObjects: 2.350000 ms) 2023-03-28T17:41:56.6354367+00:00 PreLoading Scene: A80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:41:56.6354367+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:41:57.1203022+00:00 Finished Load Scene References, Time Taken: 0,484375 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 17) Unloading 1262 unused Assets to reduce memory usage. Loaded Objects now: 816327. Total: 1269.308400 ms (FindLiveObjects: 53.836900 ms CreateObjectMapping: 98.337400 ms MarkObjects: 1114.523700 ms DeleteObjects: 2.609800 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 18 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 40.050300 ms 2023-03-28T17:41:59.2608850+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:41:59.2668710+00:00 Time to Single load 'A80' 2,72 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 12645 unused Assets to reduce memory usage. Loaded Objects now: 756842. Total: 1266.963000 ms (FindLiveObjects: 52.325600 ms CreateObjectMapping: 114.916300 ms MarkObjects: 1094.189200 ms DeleteObjects: 5.531300 ms) 2023-03-28T17:42:48.1864945+00:00 Exception occured while capturing prefab state for Pannion Ice Half Circles Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:42:48.1875295+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:43:09.4495022+00:00 Exception occured while capturing prefab state for Pannion Lightning Nova Indicator VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:43:09.4504603+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:44:07.6473699+00:00 PreLoading Scene: A30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PipeInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:44:07.6503625+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PipeInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:44:07.6503625+00:00 Finished Load Scene References, Time Taken: 0,0004882813 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PipeInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 17) Unloading 839 unused Assets to reduce memory usage. Loaded Objects now: 749807. Total: 1218.619300 ms (FindLiveObjects: 47.527400 ms CreateObjectMapping: 96.810400 ms MarkObjects: 1071.867400 ms DeleteObjects: 2.413700 ms) Unloading 12 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 9.714000 ms 2023-03-28T17:44:09.9772603+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:44:10.0191832+00:00 Time to Single load 'A30' 2,46 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 192 unused Assets to reduce memory usage. Loaded Objects now: 796354. Total: 1204.153600 ms (FindLiveObjects: 49.669800 ms CreateObjectMapping: 97.498600 ms MarkObjects: 1055.465300 ms DeleteObjects: 1.519400 ms) 2023-03-28T17:47:46.2853714+00:00 PreLoading Scene: A90 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:47:46.2863682+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:47:47.1925549+00:00 Finished Load Scene References, Time Taken: 0,9057617 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 17) Unloading 527 unused Assets to reduce memory usage. Loaded Objects now: 801793. Total: 1371.266100 ms (FindLiveObjects: 61.177100 ms CreateObjectMapping: 117.782900 ms MarkObjects: 1190.423700 ms DeleteObjects: 1.881500 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 17 Unused Serialized files (Serialized files now loaded: 17) UnloadTime: 38.065200 ms 2023-03-28T17:47:50.1810804+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:47:50.2269949+00:00 Time to Single load 'A90' 4,02 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2205 unused Assets to reduce memory usage. Loaded Objects now: 792616. Total: 1256.603300 ms (FindLiveObjects: 63.758800 ms CreateObjectMapping: 108.761700 ms MarkObjects: 1079.323600 ms DeleteObjects: 4.758700 ms) 2023-03-28T17:50:55.9299961+00:00 PreLoading Scene: B10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:50:55.9299961+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:50:56.3713204+00:00 Finished Load Scene References, Time Taken: 0,440918 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 19) Unloading 862 unused Assets to reduce memory usage. Loaded Objects now: 820484. Total: 1366.523500 ms (FindLiveObjects: 54.369200 ms CreateObjectMapping: 115.392800 ms MarkObjects: 1195.131100 ms DeleteObjects: 1.630000 ms) Unloading 17 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 44.265500 ms 2023-03-28T17:50:59.2860289+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:50:59.3309089+00:00 Time to Single load 'B10' 3,49 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4555 unused Assets to reduce memory usage. Loaded Objects now: 775341. Total: 1344.924300 ms (FindLiveObjects: 73.974400 ms CreateObjectMapping: 104.939200 ms MarkObjects: 1160.315800 ms DeleteObjects: 5.694500 ms) 2023-03-28T17:51:42.8386214+00:00 PreLoading Scene: B6S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:51:42.8395871+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) 2023-03-28T17:51:43.1795374+00:00 Finished Load Scene References, Time Taken: 0,3398438 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 19) Unloading 260 unused Assets to reduce memory usage. Loaded Objects now: 779930. Total: 1297.428800 ms (FindLiveObjects: 49.033400 ms CreateObjectMapping: 98.946000 ms MarkObjects: 1148.346000 ms DeleteObjects: 1.103000 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 24.614100 ms 2023-03-28T17:51:45.6858381+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:51:45.6888703+00:00 Time to Single load 'B6S10' 2,93 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3537 unused Assets to reduce memory usage. Loaded Objects now: 779533. Total: 1241.687400 ms (FindLiveObjects: 47.313600 ms CreateObjectMapping: 99.978700 ms MarkObjects: 1089.268600 ms DeleteObjects: 5.126000 ms) 2023-03-28T17:52:37.2064180+00:00 PreLoading Scene: Dun2Q10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:52:37.2064180+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:52:41.2476939+00:00 Finished Load Scene References, Time Taken: 4,040527 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 23) Unloading 4141 unused Assets to reduce memory usage. Loaded Objects now: 785632. Total: 1354.695100 ms (FindLiveObjects: 66.710500 ms CreateObjectMapping: 110.326100 ms MarkObjects: 1174.133100 ms DeleteObjects: 3.525100 ms) Unloading 52 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 23.251000 ms 2023-03-28T17:52:44.5860604+00:00 Time to Single load 'Dun2Q10' 7,45 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 270 unused Assets to reduce memory usage. Loaded Objects now: 891824. Total: 1337.440100 ms (FindLiveObjects: 74.101900 ms CreateObjectMapping: 108.403700 ms MarkObjects: 1153.042900 ms DeleteObjects: 1.891200 ms) 2023-03-28T17:53:20.4417007+00:00 DOTWEEN ► Tween startup failed (NULL target/property - Single b__0()): the tween will now be killed ► Object reference not set to an instance of an object. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Tweener:DoStartup(TweenerCore`3) DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single) DG.Tweening.Core.DOTweenComponent:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:52.9658349+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:52.9668736+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:52.9827895+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:52.9837968+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:58.6173480+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:58.6343040+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:59.8636949+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:53:59.8766571+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:00.9369626+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:03.8323478+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:04.3545550+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:04.3555895+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:05.9347890+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:06.4553971+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:06.4723799+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:11.4890261+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:11.5059806+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:12.7552061+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:12.7711620+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:13.9965555+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:14.0144787+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:15.2439784+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:15.2609322+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:16.4889114+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:16.5058796+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:17.7438511+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:17.7647943+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:18.9962954+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:19.0132499+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:20.2570553+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:20.2746924+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:20.7982969+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:20.8172455+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:21.4957501+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:21.5127060+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:22.0461018+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:22.0630557+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:22.7424155+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:22.7583701+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:29.9248187+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:29.9430582+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:31.1891301+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:31.2090768+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:33.4443515+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:33.4603088+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:34.7111603+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:34.7291141+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:40.3244817+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:40.3424314+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:41.5797260+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:41.6006686+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:42.8279871+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:42.8479349+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:44.0682987+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:44.0882500+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:45.3216500+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:45.3445885+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:46.5781163+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:46.6019889+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:47.1592632+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:47.8290055+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:47.8489536+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:52.6174946+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:52.6404327+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:53.6310674+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:53.6320929+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:54.9489497+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:54.9698534+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:56.2136160+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:54:56.2365523+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:55:01.6228229+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:55:01.6248175+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:55:10.9044502+00:00 PreLoading Scene: Dun2Q20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:55:10.9044502+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:55:11.3330194+00:00 Finished Load Scene References, Time Taken: 0,4282227 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 20) Unloading 45 unused Assets to reduce memory usage. Loaded Objects now: 979299. Total: 1343.518000 ms (FindLiveObjects: 67.770000 ms CreateObjectMapping: 102.370400 ms MarkObjects: 1172.272000 ms DeleteObjects: 1.105200 ms) Unloading 57 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 131.185200 ms 2023-03-28T17:55:14.3566111+00:00 Time to Single load 'Dun2Q20' 3,56 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 861 unused Assets to reduce memory usage. Loaded Objects now: 926068. Total: 1359.559000 ms (FindLiveObjects: 60.971600 ms CreateObjectMapping: 107.086900 ms MarkObjects: 1188.816100 ms DeleteObjects: 2.684000 ms) The AnimationClip 'point light on fires starter 1' used by the Animation component 'Point Light' must be marked as Legacy. ActivateGameObjectInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SceneValueReachedListener:trigger() System.Action`1:Invoke(T) SceneValue:setValue(Single) UpdateSceneValueWhileIlluminated:Update() [ line 2031] (Filename: Line: 2031) Default clip could not be found in attached animations list. ActivateGameObjectInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SceneValueReachedListener:trigger() System.Action`1:Invoke(T) SceneValue:setValue(Single) UpdateSceneValueWhileIlluminated:Update() [ line 404] (Filename: Line: 404) 2023-03-28T17:56:07.1839146+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:07.1849122+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:12.8790717+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:12.8800695+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:13.9734220+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:23.3191985+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:23.3201961+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:24.9730361+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:24.9740329+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:25.1091204+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:25.1101187+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:32.0729729+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:32.0899275+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:34.7353224+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:34.7602556+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:35.9646485+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:35.9875861+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:37.2352186+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:37.2571613+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:38.4744296+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:38.4948987+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:39.7238842+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:39.7438329+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:40.9688481+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:40.9907896+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:42.2100470+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:42.2280004+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:45.5649481+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:47.4773936+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:47.4773936+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:48.0292421+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:48.0292421+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:49.2128922+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:49.2338361+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:50.4515953+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:50.4755350+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:51.7142325+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:51.7341812+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:51.8007266+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:52.9457498+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:52.9672990+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:53.3239835+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:53.3249826+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:53.3844927+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:53.3854903+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:54.2094558+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:54.2303981+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:55.4611932+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:55.4831345+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:56.6945370+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:56.7145365+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:57.3034227+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:57.9467039+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:57.9726339+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:59.2078063+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:56:59.2287503+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:00.4569809+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:00.4759283+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:06.7626599+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:06.7806101+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:07.6509950+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:10.5706882+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:10.5716850+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:11.3384044+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:11.9234105+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:11.9463493+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:13.1640376+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:13.1869781+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:14.4315411+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:14.4574754+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:15.6830553+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:15.7059936+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:16.9282930+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:16.9482391+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:17.2374686+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:17.2385053+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:18.1778832+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:18.1988268+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:19.4246165+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:19.4455594+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:22.4982288+00:00 Exception occured while capturing prefab state for Amber Elemental Cast VFX Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:22.4992268+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:26.5712552+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:26.6012056+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:40.4274314+00:00 PreLoading Scene: Dun2Q30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:40.4274314+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:57:40.8750748+00:00 Finished Load Scene References, Time Taken: 0,4472656 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 20) Unloading 62 unused Assets to reduce memory usage. Loaded Objects now: 1018175. Total: 1405.572400 ms (FindLiveObjects: 60.116000 ms CreateObjectMapping: 105.043700 ms MarkObjects: 1239.171700 ms DeleteObjects: 1.240600 ms) Unloading 61 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 171.163300 ms 2023-03-28T17:57:43.7039241+00:00 Time to Single load 'Dun2Q30' 3,38 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2187 unused Assets to reduce memory usage. Loaded Objects now: 806197. Total: 1262.540800 ms (FindLiveObjects: 54.372100 ms CreateObjectMapping: 97.368700 ms MarkObjects: 1108.516300 ms DeleteObjects: 2.283400 ms) 2023-03-28T17:58:22.8644110+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:32.9065743+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:33.8622778+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:40.9525895+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:42.0296751+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:43.0555886+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:45.1569416+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:47.7479860+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:49.8489918+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:50.0165064+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:50.6080430+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:51.9526615+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:53.1123611+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:53.3301688+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:53.4984894+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:55.7541111+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:55.8528461+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:58:56.2579863+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:05.0657869+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:07.1693080+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:09.4257753+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:09.5794491+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:17.6400795+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:19.0678183+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:20.8474438+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:23.1045146+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:23.2058227+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:24.6162610+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:25.3091537+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:25.5106147+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:29.2078648+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:36.0198347+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:38.1267843+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:39.6226361+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:40.2243263+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:41.7253472+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:42.2625539+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:43.6628615+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:43.8312997+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:44.8248452+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:53.2747411+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:55.5347221+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:56.7473986+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T17:59:58.2927628+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:00.4509241+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:01.3756328+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:02.5569776+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:03.1813244+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:05.8298153+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:13.0553619+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:15.1574253+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:24.1966703+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:26.3137993+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:28.4166732+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:28.7195990+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:30.5184363+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:31.8644545+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:31.9492678+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:32.6228311+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:34.1291820+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:39.9614407+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:42.3800580+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:45.1125113+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:48.0247066+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:52.8846941+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:53.7563799+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:57.4872855+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:58.7678662+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:00:59.2372394+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:04.9908410+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:05.3428424+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:07.0824577+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:07.1492490+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:07.4513735+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:09.4182198+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:09.5199473+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:09.7057853+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:17.5427376+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:17.5437353+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:22.4011955+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:22.4021965+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:24.4033468+00:00 Exception occured while capturing prefab state for stone titan heart entangling roots Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:24.4043443+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:29.9967140+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:29.9977116+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:37.1292246+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:37.1302213+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:44.2492120+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:44.2502079+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:48.0349274+00:00 Exception occured while capturing prefab state for stone titan heart entangling roots Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:48.0359248+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:53.8257492+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:53.8257492+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:55.8378934+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:01:55.8388901+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:05.4320892+00:00 Exception occured while capturing prefab state for stone titan heart entangling roots Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:05.4330888+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:13.7622323+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:13.7632299+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:19.4025645+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:19.4025645+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:22.4830287+00:00 Exception occured while capturing prefab state for stone titan heart entangling roots Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:22.4839828+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:26.7714532+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:26.7714532+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:31.3969022+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:31.3969022+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:42.7187848+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:42.7197818+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:47.1594151+00:00 Exception occured while capturing prefab state for stone titan heart entangling roots Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:47.1604094+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:49.6702696+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:49.6702696+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:54.5024409+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:02:54.5024409+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:03:01.1408344+00:00 Exception occured while capturing prefab state for stone titan heart energy wave indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:03:01.1418319+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:03:08.9730319+00:00 Exception occured while capturing prefab state for stone titan heart Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:03:08.9740283+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:04:44.2256865+00:00 triggered: Vault Door Opened LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) VaultsOfUncertainFateZoneManager:ApplyModsThenOpenDoor() VaultsOfUncertainFatePanel:OpenVault() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T18:05:09.3815914+00:00 PreLoading Scene: C40TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:05:09.3815914+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) 2023-03-28T18:05:10.7405243+00:00 Finished Load Scene References, Time Taken: 1,358887 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 2069 unused Assets to reduce memory usage. Loaded Objects now: 815801. Total: 1388.734800 ms (FindLiveObjects: 62.635400 ms CreateObjectMapping: 104.545600 ms MarkObjects: 1218.373200 ms DeleteObjects: 3.180400 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 31.009900 ms 2023-03-28T18:05:13.3103229+00:00 This CTS component has no profile - it will use Unity shading until a CTS profile is assigned. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTS.CompleteTerrainShader:ApplyMaterial() CTS.CompleteTerrainShader:ApplyMaterialAndUpdateShader() CTS.CompleteTerrainShader:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:05:13.9031848+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:05:13.9526360+00:00 Time to Single load 'C40TR' 4,66 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 10704 unused Assets to reduce memory usage. Loaded Objects now: 843339. Total: 1353.029500 ms (FindLiveObjects: 71.200200 ms CreateObjectMapping: 102.552800 ms MarkObjects: 1173.922300 ms DeleteObjects: 5.353900 ms) 2023-03-28T18:05:57.4206612+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:05:57.4206612+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:06:58.0370496+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:06:58.0380630+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:07:25.5058819+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:07:25.5068784+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:08:03.5015382+00:00 1 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:08:03.5115882+00:00 2 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:09:04.2392983+00:00 PreLoading Scene: C40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:09:04.2402948+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:09:05.3631776+00:00 Finished Load Scene References, Time Taken: 1,123047 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 1463 unused Assets to reduce memory usage. Loaded Objects now: 846146. Total: 1358.132300 ms (FindLiveObjects: 58.745100 ms CreateObjectMapping: 104.292400 ms MarkObjects: 1193.279600 ms DeleteObjects: 1.814900 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 51.091600 ms 2023-03-28T18:09:08.2498979+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:09:08.3815065+00:00 Time to Single load 'C40' 4,24 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2915 unused Assets to reduce memory usage. Loaded Objects now: 849625. Total: 1362.489600 ms (FindLiveObjects: 63.474400 ms CreateObjectMapping: 109.475100 ms MarkObjects: 1184.361500 ms DeleteObjects: 5.177900 ms) 2023-03-28T18:12:26.5191533+00:00 PreLoading Scene: C40TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:26.5191533+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:26.9880332+00:00 Finished Load Scene References, Time Taken: 0,4682617 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 23) Unloading 2686 unused Assets to reduce memory usage. Loaded Objects now: 846862. Total: 1342.852600 ms (FindLiveObjects: 64.781100 ms CreateObjectMapping: 107.109200 ms MarkObjects: 1167.260400 ms DeleteObjects: 3.701500 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 49.477600 ms 2023-03-28T18:12:29.0179311+00:00 This CTS component has no profile - it will use Unity shading until a CTS profile is assigned. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTS.CompleteTerrainShader:ApplyMaterial() CTS.CompleteTerrainShader:ApplyMaterialAndUpdateShader() CTS.CompleteTerrainShader:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:29.5855619+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:29.6289154+00:00 Time to Single load 'C40TR' 3,22 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1516 unused Assets to reduce memory usage. Loaded Objects now: 847905. Total: 1323.456800 ms (FindLiveObjects: 63.224100 ms CreateObjectMapping: 99.641700 ms MarkObjects: 1156.181200 ms DeleteObjects: 4.409500 ms) 2023-03-28T18:12:52.9681502+00:00 PreLoading Scene: C40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:52.9691473+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:53.7260187+00:00 Finished Load Scene References, Time Taken: 0,7568359 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 23) Unloading 1176 unused Assets to reduce memory usage. Loaded Objects now: 850095. Total: 1314.486400 ms (FindLiveObjects: 51.522800 ms CreateObjectMapping: 102.159100 ms MarkObjects: 1159.051200 ms DeleteObjects: 1.752900 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 52.735700 ms 2023-03-28T18:12:56.4133747+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:12:56.4577648+00:00 Time to Single load 'C40' 3,58 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2134 unused Assets to reduce memory usage. Loaded Objects now: 850465. Total: 1376.745100 ms (FindLiveObjects: 67.259500 ms CreateObjectMapping: 107.746300 ms MarkObjects: 1198.625700 ms DeleteObjects: 3.113200 ms) 2023-03-28T18:19:03.4479111+00:00 Exception occured while capturing prefab state for Soul Warden Slam Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:19:03.4489069+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:22:02.3116756+00:00 Exception occured while capturing prefab state for Marsh Beetle Slam Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:22:02.3127076+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:23:05.8863137+00:00 PreLoading Scene: C50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:23:05.8863137+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:23:06.0615366+00:00 Finished Load Scene References, Time Taken: 0,1748047 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 550 unused Assets to reduce memory usage. Loaded Objects now: 855554. Total: 1391.786700 ms (FindLiveObjects: 66.214300 ms CreateObjectMapping: 109.827800 ms MarkObjects: 1213.596600 ms DeleteObjects: 2.147400 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 56.047600 ms 2023-03-28T18:23:08.7113996+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:23:08.7542768+00:00 Time to Single load 'C50' 2,99 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1306 unused Assets to reduce memory usage. Loaded Objects now: 811563. Total: 1353.266000 ms (FindLiveObjects: 53.578500 ms CreateObjectMapping: 111.020100 ms MarkObjects: 1183.930000 ms DeleteObjects: 4.736900 ms) 2023-03-28T18:24:08.9343539+00:00 Exception occured while capturing prefab state for Marsh Beetle Slam Indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:24:08.9353509+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:25:45.2224262+00:00 Exception occured while capturing prefab state for FlameRemnantCastingVFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:25:45.2234242+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:44.7706061+00:00 PreLoading Scene: C60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:44.7706061+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:45.0840165+00:00 Finished Load Scene References, Time Taken: 0,3125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 560 unused Assets to reduce memory usage. Loaded Objects now: 811529. Total: 1316.358500 ms (FindLiveObjects: 52.338300 ms CreateObjectMapping: 103.796600 ms MarkObjects: 1158.767300 ms DeleteObjects: 1.455900 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 31.604800 ms 2023-03-28T18:26:47.6350183+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:47.6908978+00:00 Time to Single load 'C60' 3,01 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 491 unused Assets to reduce memory usage. Loaded Objects now: 825514. Total: 1355.824700 ms (FindLiveObjects: 51.622900 ms CreateObjectMapping: 111.619700 ms MarkObjects: 1190.599400 ms DeleteObjects: 1.982200 ms) 2023-03-28T18:26:51.0889844+00:00 PreLoading Scene: C50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:51.0889844+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:51.1852756+00:00 Finished Load Scene References, Time Taken: 0,09619141 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 2927 unused Assets to reduce memory usage. Loaded Objects now: 820085. Total: 1304.886600 ms (FindLiveObjects: 50.462100 ms CreateObjectMapping: 100.909700 ms MarkObjects: 1150.917700 ms DeleteObjects: 2.596600 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 35.340100 ms 2023-03-28T18:26:53.7224735+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:53.7654276+00:00 Time to Single load 'C50' 2,76 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 376 unused Assets to reduce memory usage. Loaded Objects now: 812593. Total: 1341.437200 ms (FindLiveObjects: 58.071700 ms CreateObjectMapping: 100.425200 ms MarkObjects: 1179.370300 ms DeleteObjects: 3.569600 ms) 2023-03-28T18:26:56.7826823+00:00 PreLoading Scene: C60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:56.7836788+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:26:57.0931616+00:00 Finished Load Scene References, Time Taken: 0,3095703 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 813290. Total: 1340.202700 ms (FindLiveObjects: 48.192600 ms CreateObjectMapping: 100.183000 ms MarkObjects: 1190.934900 ms DeleteObjects: 0.891700 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 29.555000 ms 2023-03-28T18:27:00.1050011+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:27:00.1758165+00:00 Time to Single load 'C60' 3,48 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 472 unused Assets to reduce memory usage. Loaded Objects now: 824960. Total: 1780.843000 ms (FindLiveObjects: 71.164600 ms CreateObjectMapping: 143.403400 ms MarkObjects: 1564.533600 ms DeleteObjects: 1.740800 ms) 2023-03-28T18:32:22.0833584+00:00 PreLoading Scene: C65 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:22.0833584+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:22.1442369+00:00 Finished Load Scene References, Time Taken: 0,05957031 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 492 unused Assets to reduce memory usage. Loaded Objects now: 848833. Total: 1245.487900 ms (FindLiveObjects: 54.963600 ms CreateObjectMapping: 92.453700 ms MarkObjects: 1096.590200 ms DeleteObjects: 1.480100 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 43.204200 ms 2023-03-28T18:32:24.1770879+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:24.1810769+00:00 Time to Single load 'C65' 2,19 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 434 unused Assets to reduce memory usage. Loaded Objects now: 791712. Total: 1200.323600 ms (FindLiveObjects: 48.008200 ms CreateObjectMapping: 94.324100 ms MarkObjects: 1054.949300 ms DeleteObjects: 3.041800 ms) 2023-03-28T18:32:43.5327868+00:00 PreLoading Scene: C70 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:43.5337841+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:43.6205284+00:00 Finished Load Scene References, Time Taken: 0,08691406 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 239 unused Assets to reduce memory usage. Loaded Objects now: 799897. Total: 1159.666700 ms (FindLiveObjects: 43.066400 ms CreateObjectMapping: 91.913300 ms MarkObjects: 1023.543300 ms DeleteObjects: 1.143100 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 19.543900 ms 2023-03-28T18:32:45.5747032+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:32:45.6337242+00:00 Time to Single load 'C70' 2,17 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 365 unused Assets to reduce memory usage. Loaded Objects now: 818923. Total: 1182.886000 ms (FindLiveObjects: 46.900700 ms CreateObjectMapping: 91.247100 ms MarkObjects: 1043.059200 ms DeleteObjects: 1.678700 ms) 2023-03-28T18:38:19.5849630+00:00 PreLoading Scene: C80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:38:19.5849630+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:38:19.9241732+00:00 Finished Load Scene References, Time Taken: 0,3388672 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 139 unused Assets to reduce memory usage. Loaded Objects now: 863322. Total: 1243.171700 ms (FindLiveObjects: 59.106700 ms CreateObjectMapping: 94.212300 ms MarkObjects: 1088.719100 ms DeleteObjects: 1.133100 ms) Unloading 37 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 45.129800 ms 2023-03-28T18:38:21.9918399+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:38:21.9958300+00:00 Time to Single load 'C80' 2,50 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4106 unused Assets to reduce memory usage. Loaded Objects now: 830847. Total: 1208.305200 ms (FindLiveObjects: 57.684800 ms CreateObjectMapping: 92.809800 ms MarkObjects: 1055.607200 ms DeleteObjects: 2.203100 ms) 2023-03-28T18:43:24.9453358+00:00 PreLoading Scene: D05 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:43:24.9463328+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:43:25.1140391+00:00 Finished Load Scene References, Time Taken: 0,1679688 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 1630 unused Assets to reduce memory usage. Loaded Objects now: 850548. Total: 1264.584600 ms (FindLiveObjects: 55.141700 ms CreateObjectMapping: 93.528400 ms MarkObjects: 1113.072800 ms DeleteObjects: 2.841200 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 42.975500 ms 2023-03-28T18:43:27.8757737+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:43:27.8865956+00:00 Time to Single load 'D05' 3,03 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 721 unused Assets to reduce memory usage. Loaded Objects now: 800108. Total: 1229.161800 ms (FindLiveObjects: 43.121300 ms CreateObjectMapping: 92.005700 ms MarkObjects: 1092.053700 ms DeleteObjects: 1.980800 ms) 2023-03-28T18:49:57.8353918+00:00 PreLoading Scene: D10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:49:57.8353918+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:49:58.2606906+00:00 Finished Load Scene References, Time Taken: 0,4248047 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 524 unused Assets to reduce memory usage. Loaded Objects now: 814732. Total: 1212.808900 ms (FindLiveObjects: 53.446900 ms CreateObjectMapping: 97.181200 ms MarkObjects: 1060.885900 ms DeleteObjects: 1.294600 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 24.136700 ms 2023-03-28T18:50:00.6000715+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:50:00.6030638+00:00 Time to Single load 'D10' 2,84 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 418 unused Assets to reduce memory usage. Loaded Objects now: 812617. Total: 1216.065400 ms (FindLiveObjects: 49.809200 ms CreateObjectMapping: 97.204700 ms MarkObjects: 1067.062200 ms DeleteObjects: 1.989000 ms) 2023-03-28T18:50:40.9309412+00:00 PreLoading Scene: D20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:50:40.9319359+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:50:41.4291353+00:00 Finished Load Scene References, Time Taken: 0,4960938 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 37 unused Assets to reduce memory usage. Loaded Objects now: 828607. Total: 1194.608600 ms (FindLiveObjects: 45.914500 ms CreateObjectMapping: 93.441900 ms MarkObjects: 1054.270400 ms DeleteObjects: 0.981400 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 29.865700 ms 2023-03-28T18:50:43.6679824+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:50:43.7070213+00:00 Time to Single load 'D20' 2,86 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 455 unused Assets to reduce memory usage. Loaded Objects now: 847764. Total: 1250.846500 ms (FindLiveObjects: 55.447500 ms CreateObjectMapping: 112.115600 ms MarkObjects: 1081.563300 ms DeleteObjects: 1.719400 ms) 2023-03-28T18:54:13.2870087+00:00 PreLoading Scene: D30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:54:13.2880450+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:54:13.6030012+00:00 Finished Load Scene References, Time Taken: 0,3144531 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 878 unused Assets to reduce memory usage. Loaded Objects now: 861982. Total: 1238.086300 ms (FindLiveObjects: 51.181400 ms CreateObjectMapping: 93.901300 ms MarkObjects: 1091.473600 ms DeleteObjects: 1.529600 ms) Unloading 49 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 46.370300 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 2023-03-28T18:54:16.5370247+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:54:16.5963158+00:00 Time to Single load 'D30' 3,41 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 540 unused Assets to reduce memory usage. Loaded Objects now: 864068. Total: 1286.088300 ms (FindLiveObjects: 50.098500 ms CreateObjectMapping: 98.318800 ms MarkObjects: 1135.757600 ms DeleteObjects: 1.913100 ms) 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) 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) 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) 2023-03-28T18:54:18.2158165+00:00 Failed to place WanderAI on navmesh! Name: Critter_Raven_Walking LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:59:21.6745972+00:00 PreLoading Scene: D35 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:59:21.6745972+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:59:21.7344382+00:00 Finished Load Scene References, Time Taken: 0,05957031 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 2198 unused Assets to reduce memory usage. Loaded Objects now: 882639. Total: 1255.061400 ms (FindLiveObjects: 56.099400 ms CreateObjectMapping: 94.492000 ms MarkObjects: 1100.634100 ms DeleteObjects: 3.835500 ms) Unloading 42 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 50.483600 ms 2023-03-28T18:59:24.0317797+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T18:59:24.0367660+00:00 Time to Single load 'D35' 2,47 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 754 unused Assets to reduce memory usage. Loaded Objects now: 859339. Total: 1268.128000 ms (FindLiveObjects: 62.687900 ms CreateObjectMapping: 122.649300 ms MarkObjects: 1080.279400 ms DeleteObjects: 2.510800 ms) 2023-03-28T19:12:02.3346369+00:00 PreLoading Scene: D30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:02.3356266+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:02.4141788+00:00 Finished Load Scene References, Time Taken: 0,078125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 22) Unloading 358 unused Assets to reduce memory usage. Loaded Objects now: 873622. Total: 1283.099000 ms (FindLiveObjects: 58.677600 ms CreateObjectMapping: 94.656900 ms MarkObjects: 1128.222200 ms DeleteObjects: 1.541700 ms) Unloading 49 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 47.050000 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 2023-03-28T19:12:05.2880549+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:05.3329354+00:00 Time to Single load 'D30' 3,08 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 591 unused Assets to reduce memory usage. Loaded Objects now: 865704. Total: 1227.054100 ms (FindLiveObjects: 62.290500 ms CreateObjectMapping: 96.979200 ms MarkObjects: 1065.704100 ms DeleteObjects: 2.079900 ms) 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) 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) 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) 2023-03-28T19:12:06.8766870+00:00 Failed to place WanderAI on navmesh! Name: Critter_Raven_Walking LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:43.2098596+00:00 PreLoading Scene: D40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:43.2098596+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:43.2098596+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 58 unused Assets to reduce memory usage. Loaded Objects now: 865287. Total: 1226.589700 ms (FindLiveObjects: 53.152000 ms CreateObjectMapping: 93.677600 ms MarkObjects: 1078.597900 ms DeleteObjects: 1.161900 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 48.693800 ms 2023-03-28T19:12:45.6252773+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:12:45.6821341+00:00 Time to Single load 'D40' 2,56 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1054 unused Assets to reduce memory usage. Loaded Objects now: 817454. Total: 1185.142900 ms (FindLiveObjects: 49.771600 ms CreateObjectMapping: 96.942800 ms MarkObjects: 1035.037600 ms DeleteObjects: 3.390600 ms) 2023-03-28T19:21:45.9662490+00:00 PreLoading Scene: D50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:21:45.9662490+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:21:46.5262397+00:00 Finished Load Scene References, Time Taken: 0,5595703 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 476 unused Assets to reduce memory usage. Loaded Objects now: 819298. Total: 1252.362500 ms (FindLiveObjects: 56.255900 ms CreateObjectMapping: 96.577300 ms MarkObjects: 1097.793500 ms DeleteObjects: 1.735400 ms) Unloading 37 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 19.354300 ms 2023-03-28T19:21:48.9728891+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:21:48.9949290+00:00 Time to Single load 'D50' 3,12 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 918 unused Assets to reduce memory usage. Loaded Objects now: 881819. Total: 1325.130900 ms (FindLiveObjects: 53.960700 ms CreateObjectMapping: 94.837800 ms MarkObjects: 1173.133900 ms DeleteObjects: 3.198200 ms) 2023-03-28T19:22:04.0886803+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:22:04.0886803+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:22:04.3215739+00:00 Finished Load Scene References, Time Taken: 0,2324219 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 23) Unloading 135 unused Assets to reduce memory usage. Loaded Objects now: 881891. Total: 1278.749600 ms (FindLiveObjects: 48.256200 ms CreateObjectMapping: 93.288400 ms MarkObjects: 1135.612200 ms DeleteObjects: 1.592300 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 54.047300 ms 2023-03-28T19:22:07.0197601+00:00 Time to Single load 'EoT' 3,02 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 568 unused Assets to reduce memory usage. Loaded Objects now: 824917. Total: 1202.479900 ms (FindLiveObjects: 47.658100 ms CreateObjectMapping: 92.849600 ms MarkObjects: 1058.259100 ms DeleteObjects: 3.712800 ms) 2023-03-28T19:22:38.3604797+00:00 [FMOD] Event not found: event:/UI/Johns/Store/sfx_ui_mtxstore_tile_hover_v2 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.ButtonSounds:OnPointerEnter(PointerEventData) System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:22:38.7568870+00:00 [FMOD] Event not found: event:/UI/Johns/Store/sfx_ui_mtxstore_tile_hover_v2 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.ButtonSounds:OnPointerEnter(PointerEventData) System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:26:03.6115812+00:00 PreLoading Scene: C10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:26:03.6115812+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:26:03.6115812+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 20) Unloading 53 unused Assets to reduce memory usage. Loaded Objects now: 826242. Total: 1217.462900 ms (FindLiveObjects: 54.271100 ms CreateObjectMapping: 97.294000 ms MarkObjects: 1064.874300 ms DeleteObjects: 1.023000 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 19.430700 ms 2023-03-28T19:26:06.5243354+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:26:06.5668932+00:00 Time to Single load 'C10' 3,05 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 910 unused Assets to reduce memory usage. Loaded Objects now: 837996. Total: 1206.815200 ms (FindLiveObjects: 45.058900 ms CreateObjectMapping: 91.460600 ms MarkObjects: 1066.994700 ms DeleteObjects: 3.300700 ms) 2023-03-28T19:27:19.1239091+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:19.1239091+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:19.3353394+00:00 Finished Load Scene References, Time Taken: 0,2109375 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 22) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 836989. Total: 1224.282100 ms (FindLiveObjects: 44.475700 ms CreateObjectMapping: 92.837000 ms MarkObjects: 1085.979300 ms DeleteObjects: 0.989700 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 26.933800 ms 2023-03-28T19:27:21.6983917+00:00 Time to Single load 'EoT' 2,65 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1167 unused Assets to reduce memory usage. Loaded Objects now: 825944. Total: 1203.411000 ms (FindLiveObjects: 50.338000 ms CreateObjectMapping: 92.925300 ms MarkObjects: 1055.103600 ms DeleteObjects: 5.043600 ms) 2023-03-28T19:27:28.5934773+00:00 PreLoading Scene: MonolithHub LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:27:28.5934773+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:27:28.5934773+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 20) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 825865. Total: 1192.191900 ms (FindLiveObjects: 43.629000 ms CreateObjectMapping: 94.149200 ms MarkObjects: 1053.453400 ms DeleteObjects: 0.960000 ms) Unloading 52 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 18.269100 ms 2023-03-28T19:27:30.8517474+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:27:31.2157749+00:00 Time to Single load 'MonolithHub' 2,70 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 741 unused Assets to reduce memory usage. Loaded Objects now: 832619. Total: 1225.958800 ms (FindLiveObjects: 57.932700 ms CreateObjectMapping: 90.443800 ms MarkObjects: 1074.497900 ms DeleteObjects: 3.084000 ms) 2023-03-28T19:27:50.3873097+00:00 Processing Monolith RNG, Seed: 12220538 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:50.3997524+00:00 Setting mono objective to Forge LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:50.4962750+00:00 PreLoading Scene: M_C20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:50.4962750+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:27:52.5088340+00:00 Finished Load Scene References, Time Taken: 2,011719 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 26) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 845822. Total: 1233.578300 ms (FindLiveObjects: 51.698100 ms CreateObjectMapping: 98.359800 ms MarkObjects: 1082.399000 ms DeleteObjects: 1.120900 ms) Unloading 37 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 27.624000 ms 2023-03-28T19:27:54.9714404+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:27:54.9773869+00:00 Time to Single load 'M_C20' 4,56 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4740 unused Assets to reduce memory usage. Loaded Objects now: 858834. Total: 1243.167400 ms (FindLiveObjects: 57.061400 ms CreateObjectMapping: 95.272600 ms MarkObjects: 1087.505600 ms DeleteObjects: 3.327400 ms) 2023-03-28T19:35:49.9474686+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone M_C20. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) SummonEntityOnDeath:Summon() AfterBlockAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:47:45.4142312+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:47:45.4142312+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:47:45.4142312+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 958 unused Assets to reduce memory usage. Loaded Objects now: 848708. Total: 1256.545800 ms (FindLiveObjects: 58.922600 ms CreateObjectMapping: 97.247100 ms MarkObjects: 1098.205400 ms DeleteObjects: 2.170000 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 77.843700 ms 2023-03-28T19:47:47.6758790+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T19:47:47.6828606+00:00 Time to Single load 'M_Rest' 2,37 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 955 unused Assets to reduce memory usage. Loaded Objects now: 810958. Total: 1224.472000 ms (FindLiveObjects: 48.066300 ms CreateObjectMapping: 91.433000 ms MarkObjects: 1079.417100 ms DeleteObjects: 5.555200 ms) 2023-03-28T19:51:59.3096952+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:51:59.3096952+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:51:59.5000504+00:00 Finished Load Scene References, Time Taken: 0,1894531 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 21) Unloading 558 unused Assets to reduce memory usage. Loaded Objects now: 810979. Total: 1245.242600 ms (FindLiveObjects: 50.803000 ms CreateObjectMapping: 99.904900 ms MarkObjects: 1092.865700 ms DeleteObjects: 1.668600 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 10.636300 ms 2023-03-28T19:52:01.8271144+00:00 Time to Single load 'EoT' 2,61 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1014 unused Assets to reduce memory usage. Loaded Objects now: 834371. Total: 1207.418000 ms (FindLiveObjects: 48.127800 ms CreateObjectMapping: 94.978200 ms MarkObjects: 1062.274700 ms DeleteObjects: 2.036600 ms) 2023-03-28T19:59:29.1696452+00:00 PreLoading Scene: D05 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:59:29.1706784+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T19:59:29.6333545+00:00 Finished Load Scene References, Time Taken: 0,4628906 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 128 unused Assets to reduce memory usage. Loaded Objects now: 834710. Total: 1349.378100 ms (FindLiveObjects: 57.656300 ms CreateObjectMapping: 93.334500 ms MarkObjects: 1197.394800 ms DeleteObjects: 0.992100 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 19.957000 ms 2023-03-28T19:59:32.4524637+00:00 Time to Single load 'D05' 3,37 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1043 unused Assets to reduce memory usage. Loaded Objects now: 823375. Total: 1323.659600 ms (FindLiveObjects: 56.890900 ms CreateObjectMapping: 102.282300 ms MarkObjects: 1160.652400 ms DeleteObjects: 3.833500 ms) 2023-03-28T20:02:09.4328653+00:00 PreLoading Scene: D05TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:02:09.4328653+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:02:09.7417654+00:00 Finished Load Scene References, Time Taken: 0,3085938 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 23) Unloading 170 unused Assets to reduce memory usage. Loaded Objects now: 827301. Total: 1254.491600 ms (FindLiveObjects: 47.751400 ms CreateObjectMapping: 92.659900 ms MarkObjects: 1112.875100 ms DeleteObjects: 1.204500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 18.759500 ms 2023-03-28T20:02:12.1819815+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:02:12.2448550+00:00 Time to Single load 'D05TR' 2,90 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 334 unused Assets to reduce memory usage. Loaded Objects now: 854843. Total: 1258.998900 ms (FindLiveObjects: 54.443500 ms CreateObjectMapping: 98.597200 ms MarkObjects: 1104.296300 ms DeleteObjects: 1.661600 ms) 2023-03-28T20:03:01.5136369+00:00 1 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:03:01.5136369+00:00 2 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:03:21.0961280+00:00 1 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:03:21.0971241+00:00 2 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableAnimatorState:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:08:48.9213161+00:00 PreLoading Scene: Dun1Q10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:08:48.9223406+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:08:50.4099466+00:00 Finished Load Scene References, Time Taken: 1,487305 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 25) Unloading 1444 unused Assets to reduce memory usage. Loaded Objects now: 846072. Total: 1282.336000 ms (FindLiveObjects: 56.379200 ms CreateObjectMapping: 99.787100 ms MarkObjects: 1122.642900 ms DeleteObjects: 3.526500 ms) Unloading 57 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 24.599700 ms 2023-03-28T20:08:53.1475416+00:00 Time to Single load 'Dun1Q10' 4,32 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 729 unused Assets to reduce memory usage. Loaded Objects now: 1014165. Total: 1313.855800 ms (FindLiveObjects: 63.819700 ms CreateObjectMapping: 98.577200 ms MarkObjects: 1148.782300 ms DeleteObjects: 2.676200 ms) 2023-03-28T20:16:24.4918569+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:16:25.1045441+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:16:52.5111607+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:16:58.2401314+00:00 PreLoading Scene: Dun1Q20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:16:58.2401314+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:16:58.2793342+00:00 Finished Load Scene References, Time Taken: 0,0390625 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 23) Unloading 497 unused Assets to reduce memory usage. Loaded Objects now: 1044825. Total: 1375.158100 ms (FindLiveObjects: 65.798400 ms CreateObjectMapping: 97.010800 ms MarkObjects: 1208.196200 ms DeleteObjects: 4.152100 ms) Unloading 59 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 124.941600 ms 2023-03-28T20:17:01.1727710+00:00 Time to Single load 'Dun1Q20' 3,05 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 518 unused Assets to reduce memory usage. Loaded Objects now: 1130763. Total: 1394.947400 ms (FindLiveObjects: 67.588800 ms CreateObjectMapping: 98.165700 ms MarkObjects: 1227.395000 ms DeleteObjects: 1.797200 ms) 2023-03-28T20:18:29.6546127+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:18:42.1341387+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:18:42.7250002+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:01.6204981+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:02.1110310+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:02.2467101+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:02.7208808+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:02.9363557+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:03.5255997+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:03.5415202+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:04.2593514+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:04.8675414+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:05.8192196+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:05.9528630+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:06.4462196+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:06.5664601+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:07.0581096+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:07.2847112+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:07.8941515+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:09.0245582+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:09.6290756+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:09.6460318+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:10.2353777+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:10.6392978+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:11.2466760+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:12.1193951+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:12.7312310+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:12.7472982+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:13.3753203+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:13.8991154+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:13.9001126+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:14.0493259+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:14.5050602+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:14.5060843+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:14.6576517+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:17.9223762+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:18.5365797+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:20.3460054+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:20.9507533+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:21.6311897+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:27.5792562+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:28.2062630+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:19:31.0912342+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:27:53.8776178+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:27:54.4828241+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:27:57.3845130+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:27:58.8503512+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:27:59.4544705+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:28:36.6570841+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:28:37.2618772+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:29:52.7345612+00:00 PreLoading Scene: Dun1Q30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:29:52.7345612+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:29:53.0619606+00:00 Finished Load Scene References, Time Taken: 0,3271484 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Dungeon(UserIdentity, String, DungeonRun) d__2:MoveNext() DungeonTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 23) Unloading 400 unused Assets to reduce memory usage. Loaded Objects now: 1150727. Total: 1465.747400 ms (FindLiveObjects: 72.778200 ms CreateObjectMapping: 96.428200 ms MarkObjects: 1294.708900 ms DeleteObjects: 1.831800 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 174.492800 ms 2023-03-28T20:29:55.5096857+00:00 Time to Single load 'Dun1Q30' 2,92 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 382 unused Assets to reduce memory usage. Loaded Objects now: 860659. Total: 1258.861800 ms (FindLiveObjects: 51.925500 ms CreateObjectMapping: 93.340700 ms MarkObjects: 1111.365700 ms DeleteObjects: 2.229400 ms) 2023-03-28T20:46:19.2076284+00:00 PreLoading Scene: H40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:46:19.2086218+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:46:20.6475247+00:00 Finished Load Scene References, Time Taken: 1,438477 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 21) Unloading 1019 unused Assets to reduce memory usage. Loaded Objects now: 858299. Total: 1274.226600 ms (FindLiveObjects: 55.588400 ms CreateObjectMapping: 98.552500 ms MarkObjects: 1118.005900 ms DeleteObjects: 2.078900 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 23.209100 ms 2023-03-28T20:46:24.4719478+00:00 Time to Single load 'H40' 5,38 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 427 unused Assets to reduce memory usage. Loaded Objects now: 939195. Total: 1284.605100 ms (FindLiveObjects: 48.308700 ms CreateObjectMapping: 90.491500 ms MarkObjects: 1142.070200 ms DeleteObjects: 3.734400 ms) 2023-03-28T20:46:26.1597061+00:00 [Addressables] Object with name: GoldenScorpion wasn't preloaded In Zone H40. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) 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() Spawner:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:47:29.1819487+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone H40. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) SummonEntityOnDeath:Summon() AfterBlockAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:03.8198707+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:04.4249923+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:05.4346643+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:06.0413548+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:24.5968155+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:25.2023705+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:28.5172211+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:49:29.1248255+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:04.5968671+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:05.2017415+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:06.5131406+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:07.1224876+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:12.7750201+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:13.3807980+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:14.0893691+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:14.6960688+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:15.4020325+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:16.0075184+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:20.4331360+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:21.0385816+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:21.7411343+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:22.3479317+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:38.7319733+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:39.3386602+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:40.6551221+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:41.2603689+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:46.9539029+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:47.5573810+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:50.5195552+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:51.1248061+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:57.8963527+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:58.5008395+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:50:59.8125771+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T20:51:00.4203050+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:02:50.3748132+00:00 PreLoading Scene: H50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:02:50.3748132+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:02:50.3748132+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 26) Unloading 735 unused Assets to reduce memory usage. Loaded Objects now: 953322. Total: 1354.976100 ms (FindLiveObjects: 67.286300 ms CreateObjectMapping: 102.530600 ms MarkObjects: 1183.102700 ms DeleteObjects: 2.056200 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 76.036600 ms 2023-03-28T21:02:53.7410529+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:02:53.8337669+00:00 Time to Single load 'H50' 3,57 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2240 unused Assets to reduce memory usage. Loaded Objects now: 979604. Total: 1299.011900 ms (FindLiveObjects: 57.122000 ms CreateObjectMapping: 97.639900 ms MarkObjects: 1136.108600 ms DeleteObjects: 8.141100 ms) 2023-03-28T21:05:32.9241335+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at UIWaypointRegion.CheckQuestStatus () [0x00000] in <00000000000000000000000000000000>:0 at WorldMapZoom.Zoom (System.Single deltaInput, System.Boolean forceUpdate) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) WorldMapZoom:Zoom(Single, Boolean) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:05:39.2696068+00:00 PreLoading Scene: C40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:05:39.2696068+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:05:40.2541174+00:00 Finished Load Scene References, Time Taken: 0,9824219 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 1969 unused Assets to reduce memory usage. Loaded Objects now: 974645. Total: 1296.614200 ms (FindLiveObjects: 58.854800 ms CreateObjectMapping: 94.883800 ms MarkObjects: 1138.608000 ms DeleteObjects: 4.267100 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 70.924500 ms 2023-03-28T21:05:43.1099969+00:00 Time to Single load 'C40' 3,93 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1349 unused Assets to reduce memory usage. Loaded Objects now: 919570. Total: 1364.968700 ms (FindLiveObjects: 66.527400 ms CreateObjectMapping: 100.485600 ms MarkObjects: 1191.219600 ms DeleteObjects: 6.735800 ms) 2023-03-28T21:06:05.1756646+00:00 PreLoading Scene: C40TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:05.1766624+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:06.0153919+00:00 Finished Load Scene References, Time Taken: 0,8398438 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 265 unused Assets to reduce memory usage. Loaded Objects now: 922956. Total: 1295.236300 ms (FindLiveObjects: 52.509600 ms CreateObjectMapping: 98.235100 ms MarkObjects: 1143.052000 ms DeleteObjects: 1.439100 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 50.698600 ms 2023-03-28T21:06:08.0098687+00:00 This CTS component has no profile - it will use Unity shading until a CTS profile is assigned. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTS.CompleteTerrainShader:ApplyMaterial() CTS.CompleteTerrainShader:ApplyMaterialAndUpdateShader() CTS.CompleteTerrainShader:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:08.5390305+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:08.5829116+00:00 Time to Single load 'C40TR' 3,50 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1510 unused Assets to reduce memory usage. Loaded Objects now: 913727. Total: 1300.796900 ms (FindLiveObjects: 60.096800 ms CreateObjectMapping: 100.736300 ms MarkObjects: 1134.920700 ms DeleteObjects: 5.042400 ms) 2023-03-28T21:06:33.8957287+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:34.0183961+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:34.0363444+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T21:06:34.6798395+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:34.6798395+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:37.3029912+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:37.3722075+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:38.0414501+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:41.9695443+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:41.9705407+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:41.9944757+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:42.0383591+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:42.0393560+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:56.7587250+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:56.7836579+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:06:56.7856534+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:06.2742048+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:06.2742048+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:20.9857414+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:41.3725507+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:41.3954946+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:47.1172422+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:47.1381532+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:47.1391870+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:47.2981441+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:50.1277612+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:52.3626779+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:52.3796346+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:52.3986217+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:07:52.3995791+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T21:08:03.0005666+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:08:38.0167565+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:08.0306835+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:08.0486355+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:08.5904590+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:24.0866397+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:36.6351976+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:36.6521552+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T21:10:52.4469855+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:10:52.4808949+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:11:09.0256263+00:00 PreLoading Scene: A90 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:11:09.0256263+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:11:09.5572996+00:00 Finished Load Scene References, Time Taken: 0,53125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 25) Unloading 1292 unused Assets to reduce memory usage. Loaded Objects now: 902086. Total: 1320.441200 ms (FindLiveObjects: 55.041200 ms CreateObjectMapping: 98.428900 ms MarkObjects: 1164.604700 ms DeleteObjects: 2.366100 ms) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 17 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 47.561200 ms 2023-03-28T21:11:12.3944251+00:00 Time to Single load 'A90' 3,47 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1801 unused Assets to reduce memory usage. Loaded Objects now: 883887. Total: 1282.187700 ms (FindLiveObjects: 50.546500 ms CreateObjectMapping: 99.495000 ms MarkObjects: 1129.282400 ms DeleteObjects: 2.863200 ms) 2023-03-28T21:12:51.9241550+00:00 PreLoading Scene: B10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:12:51.9241550+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:12:52.0404254+00:00 Finished Load Scene References, Time Taken: 0,1171875 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 965 unused Assets to reduce memory usage. Loaded Objects now: 899070. Total: 1311.916300 ms (FindLiveObjects: 54.942800 ms CreateObjectMapping: 103.552200 ms MarkObjects: 1151.643000 ms DeleteObjects: 1.777700 ms) Unloading 17 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 40.181400 ms 2023-03-28T21:12:54.7409869+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:12:54.7839078+00:00 Time to Single load 'B10' 2,96 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 512 unused Assets to reduce memory usage. Loaded Objects now: 858803. Total: 1264.127900 ms (FindLiveObjects: 45.075700 ms CreateObjectMapping: 93.811800 ms MarkObjects: 1122.584200 ms DeleteObjects: 2.655900 ms) 2023-03-28T21:12:56.2052394+00:00 [Addressables] Object with name: GoldenScorpion wasn't preloaded In Zone B10. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) 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() Spawner:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:13:34.7731257+00:00 PreLoading Scene: B20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:13:34.7731257+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:13:34.8697520+00:00 Finished Load Scene References, Time Taken: 0,09570313 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 25) Unloading 274 unused Assets to reduce memory usage. Loaded Objects now: 866276. Total: 1343.696300 ms (FindLiveObjects: 48.623100 ms CreateObjectMapping: 94.812900 ms MarkObjects: 1198.990000 ms DeleteObjects: 1.269800 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 28.180400 ms 2023-03-28T21:13:37.8720298+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:13:37.9274725+00:00 Time to Single load 'B20' 3,24 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 322 unused Assets to reduce memory usage. Loaded Objects now: 896213. Total: 1387.757300 ms (FindLiveObjects: 61.019400 ms CreateObjectMapping: 101.965600 ms MarkObjects: 1222.938300 ms DeleteObjects: 1.833300 ms) 2023-03-28T21:15:43.1379519+00:00 PreLoading Scene: B25 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:15:43.1389902+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:15:43.1389902+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 124 unused Assets to reduce memory usage. Loaded Objects now: 922202. Total: 1321.058500 ms (FindLiveObjects: 51.784700 ms CreateObjectMapping: 98.295700 ms MarkObjects: 1169.756300 ms DeleteObjects: 1.221300 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 58.012900 ms 2023-03-28T21:15:45.4382724+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:15:45.5011078+00:00 Time to Single load 'B25' 2,46 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 610 unused Assets to reduce memory usage. Loaded Objects now: 854598. Total: 1281.561900 ms (FindLiveObjects: 48.195400 ms CreateObjectMapping: 94.542900 ms MarkObjects: 1136.066100 ms DeleteObjects: 2.757100 ms) 2023-03-28T21:16:12.6240684+00:00 PreLoading Scene: B7S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:16:12.6240684+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:16:13.4659430+00:00 Finished Load Scene References, Time Taken: 0,8417969 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 23) Unloading 38 unused Assets to reduce memory usage. Loaded Objects now: 853368. Total: 1327.265000 ms (FindLiveObjects: 46.808900 ms CreateObjectMapping: 95.585500 ms MarkObjects: 1183.810000 ms DeleteObjects: 1.060200 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 16.155900 ms 2023-03-28T21:16:15.5946204+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:16:15.6385175+00:00 Time to Single load 'B7S10' 3,09 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 757 unused Assets to reduce memory usage. Loaded Objects now: 873933. Total: 1295.632800 ms (FindLiveObjects: 54.036700 ms CreateObjectMapping: 94.515800 ms MarkObjects: 1144.083200 ms DeleteObjects: 2.996900 ms) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_23" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_18" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_15" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_14" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_09" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Shards_07" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/Wood_Box_1_cap" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Spawners/Initial Encounter/Initial Encounter Speed Bumps/Box Pile 2 (1)/v_LastRefugeBarrel/Box Pile 2 Shattered/Offset/polySurface5" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Wood Planks Pile 4 (102)/v_LastRefugeBarrel/Destroyed Physics/Piece" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_25" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_23" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_18" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_15" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_14" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_09" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Shards_07" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/Wood_Box_1_cap" (Filename: Line: 0) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneObjects/Visuals/Foreground/Wood Folder/DockPillShapeGroup (1)/CargoGroup/Box Pile 1/v_LastRefugeBarrel/Box Pile 1 Shattered/Offset/polySurface5" (Filename: Line: 0) 2023-03-28T21:18:45.7951243+00:00 PreLoading Scene: B25 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:18:45.7951243+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:18:45.7951243+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 23) Unloading 488 unused Assets to reduce memory usage. Loaded Objects now: 878677. Total: 1298.835000 ms (FindLiveObjects: 55.047000 ms CreateObjectMapping: 95.119500 ms MarkObjects: 1147.169000 ms DeleteObjects: 1.499300 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 35.922800 ms 2023-03-28T21:18:48.1068871+00:00 Time to Single load 'B25' 2,40 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 244 unused Assets to reduce memory usage. Loaded Objects now: 853492. Total: 1258.886400 ms (FindLiveObjects: 52.397500 ms CreateObjectMapping: 94.072000 ms MarkObjects: 1110.772400 ms DeleteObjects: 1.644100 ms) 2023-03-28T21:18:56.5970479+00:00 PreLoading Scene: B30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:18:56.5970479+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:18:56.9489849+00:00 Finished Load Scene References, Time Taken: 0,3515625 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 852831. Total: 1267.018400 ms (FindLiveObjects: 49.758500 ms CreateObjectMapping: 96.304300 ms MarkObjects: 1119.939700 ms DeleteObjects: 1.015300 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 15.806000 ms 2023-03-28T21:18:59.3029724+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:18:59.3478492+00:00 Time to Single load 'B30' 2,84 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 579 unused Assets to reduce memory usage. Loaded Objects now: 909831. Total: 1345.904900 ms (FindLiveObjects: 57.958700 ms CreateObjectMapping: 97.866100 ms MarkObjects: 1187.162000 ms DeleteObjects: 2.917800 ms) 2023-03-28T21:20:32.1583481+00:00 PreLoading Scene: B33 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:20:32.1593821+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:20:32.2987562+00:00 Finished Load Scene References, Time Taken: 0,1386719 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 136 unused Assets to reduce memory usage. Loaded Objects now: 929116. Total: 1330.597300 ms (FindLiveObjects: 51.339600 ms CreateObjectMapping: 97.630100 ms MarkObjects: 1180.369500 ms DeleteObjects: 1.257700 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 61.835700 ms 2023-03-28T21:20:34.4772699+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:20:34.5211523+00:00 Time to Single load 'B33' 2,46 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 501 unused Assets to reduce memory usage. Loaded Objects now: 872056. Total: 1282.054900 ms (FindLiveObjects: 56.397100 ms CreateObjectMapping: 93.849700 ms MarkObjects: 1129.777100 ms DeleteObjects: 2.030600 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) 2023-03-28T21:22:01.6214102+00:00 PreLoading Scene: B25 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:01.6224357+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:01.6224357+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 386 unused Assets to reduce memory usage. Loaded Objects now: 869845. Total: 1289.839000 ms (FindLiveObjects: 50.963600 ms CreateObjectMapping: 99.642500 ms MarkObjects: 1137.752200 ms DeleteObjects: 1.480400 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 32.027500 ms 2023-03-28T21:22:03.8797688+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:03.9306375+00:00 Time to Single load 'B25' 2,39 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 227 unused Assets to reduce memory usage. Loaded Objects now: 855190. Total: 1263.531000 ms (FindLiveObjects: 53.893100 ms CreateObjectMapping: 94.212300 ms MarkObjects: 1113.847400 ms DeleteObjects: 1.577700 ms) 2023-03-28T21:22:22.6505968+00:00 PreLoading Scene: B36 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:22.6505968+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:22.9368610+00:00 Finished Load Scene References, Time Taken: 0,2871094 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 51 unused Assets to reduce memory usage. Loaded Objects now: 853776. Total: 1251.949100 ms (FindLiveObjects: 45.086800 ms CreateObjectMapping: 95.642800 ms MarkObjects: 1110.104300 ms DeleteObjects: 1.114800 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 18.635800 ms 2023-03-28T21:22:25.6536839+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:25.6925798+00:00 Time to Single load 'B36' 3,12 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 490 unused Assets to reduce memory usage. Loaded Objects now: 853931. Total: 1317.263400 ms (FindLiveObjects: 50.402700 ms CreateObjectMapping: 98.572900 ms MarkObjects: 1165.791600 ms DeleteObjects: 2.495800 ms) 2023-03-28T21:22:53.4953913+00:00 Exception occured while capturing prefab state for Amalgamation Lightning Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:22:53.4963875+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:23:30.1427786+00:00 PreLoading Scene: B40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:23:30.1437759+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:23:30.5430891+00:00 Finished Load Scene References, Time Taken: 0,3984375 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 95 unused Assets to reduce memory usage. Loaded Objects now: 855946. Total: 1334.645800 ms (FindLiveObjects: 49.137100 ms CreateObjectMapping: 96.785600 ms MarkObjects: 1187.698500 ms DeleteObjects: 1.024200 ms) Unloading 25 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 16.008100 ms 2023-03-28T21:23:33.2876514+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:23:33.3674022+00:00 Time to Single load 'B40' 3,30 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 907 unused Assets to reduce memory usage. Loaded Objects now: 896389. Total: 1369.747800 ms (FindLiveObjects: 67.468200 ms CreateObjectMapping: 93.761600 ms MarkObjects: 1206.113300 ms DeleteObjects: 2.404400 ms) 2023-03-28T21:25:38.3298098+00:00 PreLoading Scene: B1S30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:25:38.3298098+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:25:38.8345099+00:00 Finished Load Scene References, Time Taken: 0,5039063 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 735 unused Assets to reduce memory usage. Loaded Objects now: 892036. Total: 1314.912700 ms (FindLiveObjects: 53.293100 ms CreateObjectMapping: 96.762400 ms MarkObjects: 1162.507200 ms DeleteObjects: 2.349600 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 42.082200 ms 2023-03-28T21:25:41.2263832+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:25:41.2683561+00:00 Time to Single load 'B1S30' 3,03 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1768 unused Assets to reduce memory usage. Loaded Objects now: 895108. Total: 1317.668500 ms (FindLiveObjects: 59.125700 ms CreateObjectMapping: 96.667500 ms MarkObjects: 1155.877500 ms DeleteObjects: 5.997600 ms) 2023-03-28T21:28:46.2546635+00:00 PreLoading Scene: B1S40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:28:46.2546635+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:28:46.4889661+00:00 Finished Load Scene References, Time Taken: 0,2324219 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 712 unused Assets to reduce memory usage. Loaded Objects now: 898884. Total: 1298.583500 ms (FindLiveObjects: 53.730400 ms CreateObjectMapping: 95.773900 ms MarkObjects: 1147.329000 ms DeleteObjects: 1.749300 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 49.986900 ms 2023-03-28T21:28:48.9035786+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:28:48.9823808+00:00 Time to Single load 'B1S40' 2,82 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1035 unused Assets to reduce memory usage. Loaded Objects now: 904028. Total: 1309.915400 ms (FindLiveObjects: 57.711900 ms CreateObjectMapping: 97.426800 ms MarkObjects: 1153.070800 ms DeleteObjects: 1.705400 ms) 2023-03-28T21:30:16.9602931+00:00 PreLoading Scene: B40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:30:16.9602931+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:30:17.3151278+00:00 Finished Load Scene References, Time Taken: 0,3535156 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 583 unused Assets to reduce memory usage. Loaded Objects now: 899020. Total: 1311.377500 ms (FindLiveObjects: 53.723400 ms CreateObjectMapping: 99.999300 ms MarkObjects: 1155.782500 ms DeleteObjects: 1.872000 ms) Unloading 25 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 43.602100 ms 2023-03-28T21:30:20.1942633+00:00 Time to Single load 'B40' 3,33 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 967 unused Assets to reduce memory usage. Loaded Objects now: 898069. Total: 1301.879000 ms (FindLiveObjects: 57.006900 ms CreateObjectMapping: 99.273200 ms MarkObjects: 1140.777100 ms DeleteObjects: 4.821500 ms) 2023-03-28T21:30:57.6914934+00:00 PreLoading Scene: B40TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:30:57.6914934+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:30:58.1663010+00:00 Finished Load Scene References, Time Taken: 0,4746094 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 24) Unloading 1117 unused Assets to reduce memory usage. Loaded Objects now: 897502. Total: 1332.740700 ms (FindLiveObjects: 51.191000 ms CreateObjectMapping: 100.274500 ms MarkObjects: 1178.918400 ms DeleteObjects: 2.356600 ms) Unloading 24 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 38.146500 ms 2023-03-28T21:31:00.8666359+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:31:00.9454243+00:00 Time to Single load 'B40TR' 3,34 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3245 unused Assets to reduce memory usage. Loaded Objects now: 899181. Total: 1303.995100 ms (FindLiveObjects: 49.103100 ms CreateObjectMapping: 97.757200 ms MarkObjects: 1151.037900 ms DeleteObjects: 6.096500 ms) 2023-03-28T21:32:34.5938572+00:00 Exception occured while capturing prefab state for Ancient Dragon Magma Explosion Charge Up VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:32:34.5948552+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:33:34.5452003+00:00 PreLoading Scene: D05TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:33:34.5452003+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:33:34.9820003+00:00 Finished Load Scene References, Time Taken: 0,4355469 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 23) Unloading 609 unused Assets to reduce memory usage. Loaded Objects now: 913550. Total: 1294.410000 ms (FindLiveObjects: 54.894800 ms CreateObjectMapping: 101.830800 ms MarkObjects: 1135.872500 ms DeleteObjects: 1.811800 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 48.088700 ms 2023-03-28T21:33:37.6446733+00:00 Time to Single load 'D05TR' 3,19 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 645 unused Assets to reduce memory usage. Loaded Objects now: 882131. Total: 1302.126300 ms (FindLiveObjects: 59.044800 ms CreateObjectMapping: 101.808600 ms MarkObjects: 1137.858900 ms DeleteObjects: 3.413700 ms) 2023-03-28T21:34:34.8892186+00:00 PreLoading Scene: Dun1Q10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:34:34.8892186+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:34:35.7280266+00:00 Finished Load Scene References, Time Taken: 0,8378906 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 26) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 886377. Total: 1337.801600 ms (FindLiveObjects: 58.631500 ms CreateObjectMapping: 94.189200 ms MarkObjects: 1183.930100 ms DeleteObjects: 1.050300 ms) Unloading 57 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 31.572700 ms 2023-03-28T21:34:38.4328908+00:00 Time to Single load 'Dun1Q10' 3,63 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 723 unused Assets to reduce memory usage. Loaded Objects now: 1041319. Total: 1444.846700 ms (FindLiveObjects: 75.509700 ms CreateObjectMapping: 98.420500 ms MarkObjects: 1267.873900 ms DeleteObjects: 3.042300 ms) 2023-03-28T21:35:07.6805583+00:00 PreLoading Scene: D05TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:35:07.6805583+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:35:07.7776956+00:00 Finished Load Scene References, Time Taken: 0,09570313 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 163 unused Assets to reduce memory usage. Loaded Objects now: 1038465. Total: 1347.188100 ms (FindLiveObjects: 60.060500 ms CreateObjectMapping: 95.156600 ms MarkObjects: 1190.729800 ms DeleteObjects: 1.240600 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 103.510100 ms 2023-03-28T21:35:10.4502925+00:00 Time to Single load 'D05TR' 2,87 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1068 unused Assets to reduce memory usage. Loaded Objects now: 883743. Total: 1300.970100 ms (FindLiveObjects: 53.750200 ms CreateObjectMapping: 101.101400 ms MarkObjects: 1143.385900 ms DeleteObjects: 2.732100 ms) 2023-03-28T21:36:10.7845137+00:00 PreLoading Scene: Dun1Q10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:36:10.7855103+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:36:11.5761896+00:00 Finished Load Scene References, Time Taken: 0,7910156 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 26) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 884711. Total: 1294.512400 ms (FindLiveObjects: 47.372400 ms CreateObjectMapping: 96.391600 ms MarkObjects: 1149.724500 ms DeleteObjects: 1.023400 ms) Unloading 57 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 30.931200 ms 2023-03-28T21:36:14.1241513+00:00 Time to Single load 'Dun1Q10' 3,43 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 702 unused Assets to reduce memory usage. Loaded Objects now: 1038224. Total: 1353.476000 ms (FindLiveObjects: 57.420800 ms CreateObjectMapping: 96.617900 ms MarkObjects: 1196.903400 ms DeleteObjects: 2.533500 ms) 2023-03-28T21:36:24.1767304+00:00 PreLoading Scene: D05TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:36:24.1767304+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:36:24.2735131+00:00 Finished Load Scene References, Time Taken: 0,09570313 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 24) Unloading 127 unused Assets to reduce memory usage. Loaded Objects now: 1036502. Total: 1356.826400 ms (FindLiveObjects: 59.450000 ms CreateObjectMapping: 97.845600 ms MarkObjects: 1198.286000 ms DeleteObjects: 1.244300 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 96.577700 ms 2023-03-28T21:36:27.0664382+00:00 Time to Single load 'D05TR' 2,99 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1074 unused Assets to reduce memory usage. Loaded Objects now: 885395. Total: 1296.612600 ms (FindLiveObjects: 54.596200 ms CreateObjectMapping: 100.110400 ms MarkObjects: 1139.370700 ms DeleteObjects: 2.535000 ms) 2023-03-28T21:37:21.2232060+00:00 PreLoading Scene: A30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:37:21.2232060+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:37:21.2241606+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 24) Unloading 121 unused Assets to reduce memory usage. Loaded Objects now: 882895. Total: 1359.720000 ms (FindLiveObjects: 53.247800 ms CreateObjectMapping: 97.342200 ms MarkObjects: 1207.998400 ms DeleteObjects: 1.130900 ms) Unloading 12 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 31.567400 ms 2023-03-28T21:37:23.9054259+00:00 Time to Single load 'A30' 2,78 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 731 unused Assets to reduce memory usage. Loaded Objects now: 892387. Total: 1280.781700 ms (FindLiveObjects: 58.784200 ms CreateObjectMapping: 95.552200 ms MarkObjects: 1124.013100 ms DeleteObjects: 2.431500 ms) 2023-03-28T21:37:42.2415662+00:00 PreLoading Scene: D40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:37:42.2425639+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:37:42.2425639+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 21) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 891133. Total: 1260.680900 ms (FindLiveObjects: 47.971100 ms CreateObjectMapping: 97.082700 ms MarkObjects: 1114.604300 ms DeleteObjects: 1.022500 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 31.455300 ms 2023-03-28T21:37:44.9394845+00:00 Time to Single load 'D40' 2,78 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 967 unused Assets to reduce memory usage. Loaded Objects now: 862468. Total: 1288.510700 ms (FindLiveObjects: 49.818500 ms CreateObjectMapping: 99.485600 ms MarkObjects: 1133.968000 ms DeleteObjects: 5.238300 ms) 2023-03-28T21:42:35.2526631+00:00 PreLoading Scene: H50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:42:35.2526631+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T21:42:35.4601073+00:00 Finished Load Scene References, Time Taken: 0,2070313 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 388 unused Assets to reduce memory usage. Loaded Objects now: 862751. Total: 1321.061900 ms (FindLiveObjects: 56.853100 ms CreateObjectMapping: 103.027000 ms MarkObjects: 1159.479200 ms DeleteObjects: 1.702100 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 20.180800 ms 2023-03-28T21:42:38.6779207+00:00 Time to Single load 'H50' 3,51 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 451 unused Assets to reduce memory usage. Loaded Objects now: 982673. Total: 1307.407800 ms (FindLiveObjects: 69.764800 ms CreateObjectMapping: 101.181100 ms MarkObjects: 1133.427700 ms DeleteObjects: 3.033700 ms) 2023-03-28T21:42:52.5601862+00:00 PreLoading Scene: H60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:42:52.5611836+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:42:53.5687406+00:00 Finished Load Scene References, Time Taken: 1,007813 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 23) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 984766. Total: 1267.700400 ms (FindLiveObjects: 53.336500 ms CreateObjectMapping: 97.941700 ms MarkObjects: 1115.276000 ms DeleteObjects: 1.145600 ms) Unloading 62 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 71.281400 ms 2023-03-28T21:42:56.9257800+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:42:56.9596496+00:00 Time to Single load 'H60' 4,48 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1651 unused Assets to reduce memory usage. Loaded Objects now: 1029837. Total: 1367.254300 ms (FindLiveObjects: 64.799700 ms CreateObjectMapping: 97.867100 ms MarkObjects: 1198.023200 ms DeleteObjects: 6.563900 ms) 2023-03-28T21:55:05.9627233+00:00 PreLoading Scene: H70 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:05.9637590+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:06.2390246+00:00 Finished Load Scene References, Time Taken: 0,2734375 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 1110 unused Assets to reduce memory usage. Loaded Objects now: 1066515. Total: 1416.737400 ms (FindLiveObjects: 66.711800 ms CreateObjectMapping: 98.050500 ms MarkObjects: 1249.769600 ms DeleteObjects: 2.205000 ms) Unloading 64 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 110.709100 ms 2023-03-28T21:55:09.3401440+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:09.4149966+00:00 Time to Single load 'H70' 3,56 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:09.5866867+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at HoverTagOnMouseOver.SetHoverText () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.InitTag () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.Start () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:09.5886416+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at HoverTagOnMouseOver.SetHoverText () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.InitTag () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.Start () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T21:55:09.5915928+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at HoverTagOnMouseOver.SetHoverText () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.InitTag () [0x00000] in <00000000000000000000000000000000>:0 at HoverTagOnMouseOver.Start () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 644 unused Assets to reduce memory usage. Loaded Objects now: 1019555. Total: 1409.900300 ms (FindLiveObjects: 60.490800 ms CreateObjectMapping: 97.586200 ms MarkObjects: 1246.094500 ms DeleteObjects: 5.728500 ms) 2023-03-28T22:03:21.0635677+00:00 PreLoading Scene: H50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:03:21.0635677+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:03:21.0841746+00:00 Finished Load Scene References, Time Taken: 0,01953125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 550 unused Assets to reduce memory usage. Loaded Objects now: 1023328. Total: 1438.258600 ms (FindLiveObjects: 66.528300 ms CreateObjectMapping: 104.150800 ms MarkObjects: 1265.536900 ms DeleteObjects: 2.042100 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 90.871600 ms 2023-03-28T22:03:24.5142061+00:00 Time to Single load 'H50' 3,58 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 647 unused Assets to reduce memory usage. Loaded Objects now: 1010748. Total: 1357.183200 ms (FindLiveObjects: 67.212900 ms CreateObjectMapping: 98.402800 ms MarkObjects: 1189.289900 ms DeleteObjects: 2.277400 ms) 2023-03-28T22:03:56.5494589+00:00 PreLoading Scene: D40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:03:56.5504198+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:03:56.5504198+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 22) Unloading 1580 unused Assets to reduce memory usage. Loaded Objects now: 1007159. Total: 1347.632000 ms (FindLiveObjects: 54.242600 ms CreateObjectMapping: 98.183000 ms MarkObjects: 1192.131700 ms DeleteObjects: 3.074300 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 72.681500 ms 2023-03-28T22:03:59.1565071+00:00 Time to Single load 'D40' 2,69 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1054 unused Assets to reduce memory usage. Loaded Objects now: 888826. Total: 1362.523400 ms (FindLiveObjects: 61.054100 ms CreateObjectMapping: 97.497800 ms MarkObjects: 1197.678100 ms DeleteObjects: 6.293000 ms) 2023-03-28T22:05:39.0349694+00:00 PreLoading Scene: D30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:05:39.0349694+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:05:39.5817242+00:00 Finished Load Scene References, Time Taken: 0,546875 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 889621. Total: 1332.315100 ms (FindLiveObjects: 48.193400 ms CreateObjectMapping: 97.790000 ms MarkObjects: 1185.365700 ms DeleteObjects: 0.965600 ms) Unloading 49 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 19.512700 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 2023-03-28T22:05:42.7320684+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:05:42.7791039+00:00 Time to Single load 'D30' 3,83 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 599 unused Assets to reduce memory usage. Loaded Objects now: 940349. Total: 1377.699000 ms (FindLiveObjects: 57.013300 ms CreateObjectMapping: 96.907500 ms MarkObjects: 1220.435100 ms DeleteObjects: 3.342700 ms) 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) 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) 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) 2023-03-28T22:05:44.5070869+00:00 Failed to place WanderAI on navmesh! Name: Critter_Raven_Walking LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Coroutine couldn't be started because the the game object 'QuestTrackerQuest(Clone)' is inactive! QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) ObjectiveCompleteInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListenerRelay:triggerDialogueListeners(String) UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 743] (Filename: Line: 743) 2023-03-28T22:12:58.2649918+00:00 PreLoading Scene: C10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:12:58.2659889+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:12:58.2659889+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 434 unused Assets to reduce memory usage. Loaded Objects now: 945830. Total: 1392.516000 ms (FindLiveObjects: 59.775400 ms CreateObjectMapping: 101.880100 ms MarkObjects: 1229.294600 ms DeleteObjects: 1.565600 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 51.844200 ms 2023-03-28T22:13:01.4921263+00:00 Time to Single load 'C10' 3,34 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1048 unused Assets to reduce memory usage. Loaded Objects now: 906604. Total: 1373.928500 ms (FindLiveObjects: 62.863300 ms CreateObjectMapping: 103.784000 ms MarkObjects: 1203.240200 ms DeleteObjects: 4.040600 ms) 2023-03-28T22:14:37.2807154+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:14:37.2807154+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:14:37.4739369+00:00 Finished Load Scene References, Time Taken: 0,1933594 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 24) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 905928. Total: 1330.767600 ms (FindLiveObjects: 57.588100 ms CreateObjectMapping: 95.280900 ms MarkObjects: 1176.927200 ms DeleteObjects: 0.971100 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 30.677200 ms 2023-03-28T22:14:40.1419928+00:00 Time to Single load 'EoT' 2,95 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1271 unused Assets to reduce memory usage. Loaded Objects now: 894675. Total: 1336.119600 ms (FindLiveObjects: 52.491700 ms CreateObjectMapping: 97.438400 ms MarkObjects: 1180.048400 ms DeleteObjects: 6.140800 ms) 2023-03-28T22:15:12.7128360+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at UIWaypointRegion.CheckWaypoint () [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointController.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at MapPanel.OpenEra (SceneList+Era era, System.Boolean forceMoveTabIndicator) [0x00000] in <00000000000000000000000000000000>:0 at MapTabUIController.Select (TabUIElement element) [0x00000] in <00000000000000000000000000000000>:0 at TabUIElement.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs 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 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) MapPanel:OpenEra(Era, Boolean) MapTabUIController:Select(TabUIElement) TabUIElement:OnPointerClick(PointerEventData) System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:15:12.7138333+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at UIWaypointRegion.CheckQuestStatus () [0x00000] in <00000000000000000000000000000000>:0 at MapPanel.OpenEra (SceneList+Era era, System.Boolean forceMoveTabIndicator) [0x00000] in <00000000000000000000000000000000>:0 at MapTabUIController.Select (TabUIElement element) [0x00000] in <00000000000000000000000000000000>:0 at TabUIElement.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs 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 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) MapPanel:OpenEra(Era, Boolean) MapTabUIController:Select(TabUIElement) TabUIElement:OnPointerClick(PointerEventData) System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:15:16.7665445+00:00 PreLoading Scene: C10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:15:16.7665445+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:15:16.7665445+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 52 unused Assets to reduce memory usage. Loaded Objects now: 894534. Total: 1323.802400 ms (FindLiveObjects: 51.260300 ms CreateObjectMapping: 96.189500 ms MarkObjects: 1175.335100 ms DeleteObjects: 1.017100 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 19.017300 ms 2023-03-28T22:15:19.8851113+00:00 Time to Single load 'C10' 3,20 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 910 unused Assets to reduce memory usage. Loaded Objects now: 906495. Total: 1325.093300 ms (FindLiveObjects: 54.320000 ms CreateObjectMapping: 97.745500 ms MarkObjects: 1169.127200 ms DeleteObjects: 3.900100 ms) 2023-03-28T22:15:28.8068930+00:00 PreLoading Scene: C20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:15:28.8068930+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:15:29.7507161+00:00 Finished Load Scene References, Time Taken: 0,9414063 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 25) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 908741. Total: 1398.700800 ms (FindLiveObjects: 49.106300 ms CreateObjectMapping: 95.212900 ms MarkObjects: 1253.401400 ms DeleteObjects: 0.979800 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 28.807600 ms 2023-03-28T22:15:32.4558180+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:15:32.5026906+00:00 Time to Single load 'C20' 3,78 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1446 unused Assets to reduce memory usage. Loaded Objects now: 921357. Total: 1388.447100 ms (FindLiveObjects: 63.971600 ms CreateObjectMapping: 114.237300 ms MarkObjects: 1204.214300 ms DeleteObjects: 6.023500 ms) 2023-03-28T22:18:36.8082394+00:00 Exception occured while capturing prefab state for Flame Captain Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:36.8091201+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:44.5215450+00:00 Exception occured while capturing prefab state for Flame Captain Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:44.5225125+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:51.8430800+00:00 Exception occured while capturing prefab state for Flame Captain Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:51.8430800+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:56.1969795+00:00 PreLoading Scene: C30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:56.1969795+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:56.4829154+00:00 Finished Load Scene References, Time Taken: 0,2851563 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 319 unused Assets to reduce memory usage. Loaded Objects now: 923616. Total: 1372.974000 ms (FindLiveObjects: 51.392600 ms CreateObjectMapping: 100.657800 ms MarkObjects: 1219.622900 ms DeleteObjects: 1.300500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 41.508900 ms 2023-03-28T22:18:58.9342286+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:18:58.9820979+00:00 Time to Single load 'C30' 2,89 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 533 unused Assets to reduce memory usage. Loaded Objects now: 956357. Total: 1407.554500 ms (FindLiveObjects: 68.218000 ms CreateObjectMapping: 101.148400 ms MarkObjects: 1233.672900 ms DeleteObjects: 4.514800 ms) 2023-03-28T22:19:31.7030969+00:00 PreLoading Scene: C1S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:19:31.7030969+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:19:31.7427932+00:00 Finished Load Scene References, Time Taken: 0,0390625 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 1642 unused Assets to reduce memory usage. Loaded Objects now: 956720. Total: 1359.034900 ms (FindLiveObjects: 54.491300 ms CreateObjectMapping: 97.069800 ms MarkObjects: 1205.511700 ms DeleteObjects: 1.961700 ms) Unloading 34 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 56.197700 ms 2023-03-28T22:19:33.9677546+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:19:33.9727415+00:00 Time to Single load 'C1S10' 2,37 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1258 unused Assets to reduce memory usage. Loaded Objects now: 912327. Total: 1341.574500 ms (FindLiveObjects: 50.443700 ms CreateObjectMapping: 95.690000 ms MarkObjects: 1191.162300 ms DeleteObjects: 4.278100 ms) 2023-03-28T22:20:04.9880766+00:00 PreLoading Scene: B33 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:20:04.9890641+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:20:05.2706599+00:00 Finished Load Scene References, Time Taken: 0,28125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 25) Unloading 432 unused Assets to reduce memory usage. Loaded Objects now: 908520. Total: 1331.429400 ms (FindLiveObjects: 49.039600 ms CreateObjectMapping: 96.731900 ms MarkObjects: 1184.407000 ms DeleteObjects: 1.250200 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 28.513800 ms 2023-03-28T22:20:07.7050177+00:00 Time to Single load 'B33' 2,81 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ line 648] (Filename: Line: 648) Unloading 329 unused Assets to reduce memory usage. Loaded Objects now: 896425. Total: 1334.872100 ms (FindLiveObjects: 50.313300 ms CreateObjectMapping: 95.191300 ms MarkObjects: 1187.465300 ms DeleteObjects: 1.902000 ms) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (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) 2023-03-28T22:20:24.8343614+00:00 PreLoading Scene: B25 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:24.8353586+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:24.8353586+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 907203. Total: 1399.875000 ms (FindLiveObjects: 52.699300 ms CreateObjectMapping: 100.339100 ms MarkObjects: 1245.876600 ms DeleteObjects: 0.959300 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 33.494900 ms 2023-03-28T22:20:27.2453110+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:27.2931813+00:00 Time to Single load 'B25' 2,55 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 223 unused Assets to reduce memory usage. Loaded Objects now: 885675. Total: 1324.258800 ms (FindLiveObjects: 51.531000 ms CreateObjectMapping: 95.506600 ms MarkObjects: 1175.466800 ms DeleteObjects: 1.754100 ms) 2023-03-28T22:20:34.8432275+00:00 PreLoading Scene: B30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:34.8432275+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:35.1517479+00:00 Finished Load Scene References, Time Taken: 0,3085938 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 885163. Total: 1322.042700 ms (FindLiveObjects: 47.004500 ms CreateObjectMapping: 96.522500 ms MarkObjects: 1177.527200 ms DeleteObjects: 0.987900 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 16.123600 ms 2023-03-28T22:20:37.5590733+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:20:37.6050598+00:00 Time to Single load 'B30' 2,85 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 584 unused Assets to reduce memory usage. Loaded Objects now: 942282. Total: 1394.412900 ms (FindLiveObjects: 58.344200 ms CreateObjectMapping: 97.839600 ms MarkObjects: 1235.811900 ms DeleteObjects: 2.416900 ms) Coroutine couldn't be started because the the game object 'QuestTrackerQuest(Clone)' is inactive! QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 743] (Filename: Line: 743) 2023-03-28T22:22:07.0595336+00:00 PreLoading Scene: B4S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:07.0595336+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:07.0998393+00:00 Finished Load Scene References, Time Taken: 0,0390625 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 148 unused Assets to reduce memory usage. Loaded Objects now: 962247. Total: 1514.472100 ms (FindLiveObjects: 66.381300 ms CreateObjectMapping: 97.010800 ms MarkObjects: 1349.895300 ms DeleteObjects: 1.184400 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 64.090800 ms 2023-03-28T22:22:09.5523114+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:09.5602899+00:00 Time to Single load 'B4S10' 2,62 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 583 unused Assets to reduce memory usage. Loaded Objects now: 896102. Total: 1345.628300 ms (FindLiveObjects: 49.621600 ms CreateObjectMapping: 94.080700 ms MarkObjects: 1199.588900 ms DeleteObjects: 2.336600 ms) 2023-03-28T22:22:36.5978716+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:40.9381846+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:40.9735494+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:40.9745874+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:22:49.7496220+00:00 PreLoading Scene: C30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:22:49.7496220+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:22:50.4515186+00:00 Finished Load Scene References, Time Taken: 0,7011719 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 299 unused Assets to reduce memory usage. Loaded Objects now: 892839. Total: 1341.406900 ms (FindLiveObjects: 48.844000 ms CreateObjectMapping: 97.474300 ms MarkObjects: 1193.785800 ms DeleteObjects: 1.302500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 18.510500 ms 2023-03-28T22:22:53.1390440+00:00 Time to Single load 'C30' 3,47 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 305 unused Assets to reduce memory usage. Loaded Objects now: 956295. Total: 1348.970900 ms (FindLiveObjects: 55.541800 ms CreateObjectMapping: 94.605300 ms MarkObjects: 1197.128400 ms DeleteObjects: 1.695100 ms) 2023-03-28T22:23:20.0047317+00:00 PreLoading Scene: C1S10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:23:20.0047317+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:23:20.0447280+00:00 Finished Load Scene References, Time Taken: 0,0390625 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 1529 unused Assets to reduce memory usage. Loaded Objects now: 953691. Total: 1362.439600 ms (FindLiveObjects: 53.149900 ms CreateObjectMapping: 98.429000 ms MarkObjects: 1209.116200 ms DeleteObjects: 1.744100 ms) Unloading 34 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 52.674600 ms 2023-03-28T22:23:22.2670270+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:23:22.2750502+00:00 Time to Single load 'C1S10' 2,37 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1220 unused Assets to reduce memory usage. Loaded Objects now: 909804. Total: 1339.774800 ms (FindLiveObjects: 53.590100 ms CreateObjectMapping: 96.037000 ms MarkObjects: 1186.615400 ms DeleteObjects: 3.531900 ms) 2023-03-28T22:24:22.3882030+00:00 PreLoading Scene: C10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:24:22.3892025+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:24:22.3892025+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 531 unused Assets to reduce memory usage. Loaded Objects now: 901223. Total: 1327.406300 ms (FindLiveObjects: 49.045000 ms CreateObjectMapping: 95.303800 ms MarkObjects: 1181.720300 ms DeleteObjects: 1.336600 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 26.046600 ms 2023-03-28T22:24:25.7435700+00:00 Time to Single load 'C10' 3,44 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 320 unused Assets to reduce memory usage. Loaded Objects now: 907498. Total: 1341.159000 ms (FindLiveObjects: 52.160500 ms CreateObjectMapping: 95.986500 ms MarkObjects: 1191.393900 ms DeleteObjects: 1.617900 ms) Coroutine couldn't be started because the the game object 'QuestTrackerQuest(Clone)' is inactive! QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) ObjectiveCompleteInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListenerRelay:triggerDialogueListeners(String) UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 743] (Filename: Line: 743) 2023-03-28T22:26:14.4880590+00:00 PreLoading Scene: D40 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:26:14.4880590+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:26:14.4880590+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 23) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 907784. Total: 1344.981400 ms (FindLiveObjects: 55.027700 ms CreateObjectMapping: 99.021700 ms MarkObjects: 1189.854800 ms DeleteObjects: 1.076700 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 32.500300 ms 2023-03-28T22:26:17.2196207+00:00 Time to Single load 'D40' 2,83 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1070 unused Assets to reduce memory usage. Loaded Objects now: 889763. Total: 1339.261200 ms (FindLiveObjects: 52.390300 ms CreateObjectMapping: 102.862000 ms MarkObjects: 1179.166900 ms DeleteObjects: 4.841800 ms) 2023-03-28T22:26:30.2810679+00:00 PreLoading Scene: D50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:26:30.2810679+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:26:30.8343160+00:00 Finished Load Scene References, Time Taken: 0,5527344 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 890669. Total: 1392.406400 ms (FindLiveObjects: 49.813000 ms CreateObjectMapping: 93.969800 ms MarkObjects: 1247.688700 ms DeleteObjects: 0.934200 ms) Unloading 37 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 19.610700 ms 2023-03-28T22:26:33.4168359+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:26:33.4228154+00:00 Time to Single load 'D50' 3,22 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 918 unused Assets to reduce memory usage. Loaded Objects now: 951567. Total: 1404.743600 ms (FindLiveObjects: 65.575200 ms CreateObjectMapping: 100.504000 ms MarkObjects: 1234.588000 ms DeleteObjects: 4.075900 ms) 2023-03-28T22:29:27.8633777+00:00 PreLoading Scene: D60 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:29:27.8633777+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:29:28.7335428+00:00 Finished Load Scene References, Time Taken: 0,8710938 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 258 unused Assets to reduce memory usage. Loaded Objects now: 970218. Total: 1435.849300 ms (FindLiveObjects: 65.883700 ms CreateObjectMapping: 103.982000 ms MarkObjects: 1264.402200 ms DeleteObjects: 1.580900 ms) Unloading 44 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 61.343400 ms 2023-03-28T22:29:31.7380404+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:29:31.8137299+00:00 Time to Single load 'D60' 4,06 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 6803 unused Assets to reduce memory usage. Loaded Objects now: 934568. Total: 1352.012400 ms (FindLiveObjects: 56.627100 ms CreateObjectMapping: 96.862600 ms MarkObjects: 1193.301900 ms DeleteObjects: 5.220500 ms) 2023-03-28T22:31:35.6461872+00:00 Zerrick Spawner D60 (UnityEngine.GameObject) triggered: Zerrick Engaged LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:initialise() UsingAbilityAI:initialise() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:31:35.6471437+00:00 Zerrick Spawner D60 (UnityEngine.GameObject) triggered: Zerrick Engaged LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:initialise() UsingAbilityAI:initialise() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:31:55.7798210+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:31:56.8305270+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:31:59.2542888+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:31:59.6462084+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:00.2054310+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:00.2054310+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:00.3440625+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:00.5515072+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:00.9404193+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:11.9811792+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:12.4800505+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:13.1461346+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:17.2406341+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:22.1647084+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:27.8727445+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:31.6461655+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:SendTriggerSound(String) StateSoundManager:playSelectedSound(String) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:47.5454229+00:00 PreLoading Scene: D80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:47.5454229+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:47.6143341+00:00 Finished Load Scene References, Time Taken: 0,06835938 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 2843 unused Assets to reduce memory usage. Loaded Objects now: 925156. Total: 1412.496900 ms (FindLiveObjects: 57.841600 ms CreateObjectMapping: 111.520600 ms MarkObjects: 1227.702400 ms DeleteObjects: 15.431800 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 39.711500 ms 2023-03-28T22:32:49.9740887+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:50.0508990+00:00 Time to Single load 'D80' 2,61 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:32:50.0717216+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at TurnOnAfterSeconds.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 707 unused Assets to reduce memory usage. Loaded Objects now: 889165. Total: 1354.378900 ms (FindLiveObjects: 52.315200 ms CreateObjectMapping: 98.824300 ms MarkObjects: 1200.363800 ms DeleteObjects: 2.874900 ms) 2023-03-28T22:33:17.2895009+00:00 PreLoading Scene: E10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:33:17.2895009+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:33:17.8656336+00:00 Finished Load Scene References, Time Taken: 0,5742188 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 228 unused Assets to reduce memory usage. Loaded Objects now: 887661. Total: 1367.520700 ms (FindLiveObjects: 48.640700 ms CreateObjectMapping: 99.381000 ms MarkObjects: 1218.538500 ms DeleteObjects: 0.960200 ms) Unloading 47 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 14.892100 ms 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) 2023-03-28T22:33:20.6619694+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:33:20.7618076+00:00 Time to Single load 'E10' 3,56 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:33:20.7987096+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at TurnOnAfterSeconds.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 429 unused Assets to reduce memory usage. Loaded Objects now: 885947. Total: 1327.145300 ms (FindLiveObjects: 48.754200 ms CreateObjectMapping: 96.660400 ms MarkObjects: 1179.784400 ms DeleteObjects: 1.946000 ms) 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) 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) 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) 2023-03-28T22:33:22.2720486+00:00 Failed to place WanderAI on navmesh! Name: Critter_Rat (3) LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:33:22.2720486+00:00 Failed to place WanderAI on navmesh! Name: Critter_Rat (2) LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:35:33.9579284+00:00 PreLoading Scene: E20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:35:33.9589654+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:35:34.2165990+00:00 Finished Load Scene References, Time Taken: 0,2578125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 24) Unloading 111 unused Assets to reduce memory usage. Loaded Objects now: 892219. Total: 1370.579300 ms (FindLiveObjects: 49.976200 ms CreateObjectMapping: 97.306600 ms MarkObjects: 1222.168600 ms DeleteObjects: 1.127500 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 22.793300 ms 2023-03-28T22:35:37.0119578+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:35:37.0588281+00:00 Time to Single load 'E20' 3,18 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 622 unused Assets to reduce memory usage. Loaded Objects now: 906990. Total: 1363.885900 ms (FindLiveObjects: 54.519400 ms CreateObjectMapping: 99.037500 ms MarkObjects: 1204.897100 ms DeleteObjects: 5.431400 ms) 2023-03-28T22:36:04.0127699+00:00 PreLoading Scene: H50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:36:04.0127699+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:36:04.2181838+00:00 Finished Load Scene References, Time Taken: 0,2050781 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 25) Unloading 1512 unused Assets to reduce memory usage. Loaded Objects now: 902803. Total: 1339.176500 ms (FindLiveObjects: 49.852000 ms CreateObjectMapping: 98.895400 ms MarkObjects: 1187.637600 ms DeleteObjects: 2.791100 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 27.265000 ms 2023-03-28T22:36:07.6687303+00:00 Time to Single load 'H50' 3,74 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 497 unused Assets to reduce memory usage. Loaded Objects now: 1013687. Total: 1368.232000 ms (FindLiveObjects: 67.590500 ms CreateObjectMapping: 100.666200 ms MarkObjects: 1196.316500 ms DeleteObjects: 3.658500 ms) 2023-03-28T22:36:17.6934110+00:00 PreLoading Scene: H80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:36:17.6934110+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:36:18.1654387+00:00 Finished Load Scene References, Time Taken: 0,4726563 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 22) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1013364. Total: 1346.445700 ms (FindLiveObjects: 57.013400 ms CreateObjectMapping: 102.381600 ms MarkObjects: 1186.074600 ms DeleteObjects: 0.975500 ms) Unloading 63 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 69.657600 ms 2023-03-28T22:36:20.9601169+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:36:21.0364902+00:00 Time to Single load 'H80' 3,43 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1114 unused Assets to reduce memory usage. Loaded Objects now: 918445. Total: 1443.842300 ms (FindLiveObjects: 51.753600 ms CreateObjectMapping: 103.084900 ms MarkObjects: 1283.365700 ms DeleteObjects: 5.637800 ms) 2023-03-28T22:37:11.6662642+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:12.2371617+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:12.2730643+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:13.2331061+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:13.8387374+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:15.5709735+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:19.5414441+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:20.1479037+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:37:23.8959541+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:39:51.8366118+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:39:52.4446604+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:39:53.7509494+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:43:56.5978085+00:00 PreLoading Scene: H90 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:43:56.5978085+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:43:56.9130873+00:00 Finished Load Scene References, Time Taken: 0,3164063 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 25) Unloading 762 unused Assets to reduce memory usage. Loaded Objects now: 910813. Total: 1387.956000 ms (FindLiveObjects: 59.129300 ms CreateObjectMapping: 99.639700 ms MarkObjects: 1227.006400 ms DeleteObjects: 2.180200 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 32.122200 ms 2023-03-28T22:43:59.7504389+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:43:59.8182972+00:00 Time to Single load 'H90' 3,33 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 726 unused Assets to reduce memory usage. Loaded Objects now: 990137. Total: 1382.892300 ms (FindLiveObjects: 54.722900 ms CreateObjectMapping: 101.079900 ms MarkObjects: 1222.386500 ms DeleteObjects: 4.702800 ms) 2023-03-28T22:44:19.8691695+00:00 PreLoading Scene: H50 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:44:19.8691695+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:44:19.8891461+00:00 Finished Load Scene References, Time Taken: 0,01953125 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 25) Unloading 2291 unused Assets to reduce memory usage. Loaded Objects now: 989016. Total: 1392.158400 ms (FindLiveObjects: 54.745400 ms CreateObjectMapping: 98.997100 ms MarkObjects: 1233.488200 ms DeleteObjects: 4.927400 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 66.808700 ms 2023-03-28T22:44:23.3043024+00:00 Time to Single load 'H50' 3,53 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 398 unused Assets to reduce memory usage. Loaded Objects now: 1014513. Total: 1367.556200 ms (FindLiveObjects: 63.840800 ms CreateObjectMapping: 98.255400 ms MarkObjects: 1203.727200 ms DeleteObjects: 1.732100 ms) 2023-03-28T22:45:08.0772804+00:00 PreLoading Scene: H80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:45:08.0772804+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T22:45:08.4350912+00:00 Finished Load Scene References, Time Taken: 0,3574219 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 279 unused Assets to reduce memory usage. Loaded Objects now: 1013961. Total: 1361.259600 ms (FindLiveObjects: 54.694800 ms CreateObjectMapping: 99.047700 ms MarkObjects: 1206.372700 ms DeleteObjects: 1.144200 ms) Unloading 63 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 75.463900 ms 2023-03-28T22:45:11.3147593+00:00 Time to Single load 'H80' 3,32 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1125 unused Assets to reduce memory usage. Loaded Objects now: 918363. Total: 1444.734300 ms (FindLiveObjects: 57.088100 ms CreateObjectMapping: 101.090600 ms MarkObjects: 1280.261400 ms DeleteObjects: 6.293900 ms) 2023-03-28T22:45:18.9876294+00:00 PreLoading Scene: H90 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:45:18.9876294+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:45:19.1748022+00:00 Finished Load Scene References, Time Taken: 0,1875 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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: 25) Unloading 139 unused Assets to reduce memory usage. Loaded Objects now: 917127. Total: 1350.436900 ms (FindLiveObjects: 48.808100 ms CreateObjectMapping: 97.469500 ms MarkObjects: 1202.970500 ms DeleteObjects: 1.188300 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 32.699800 ms 2023-03-28T22:45:21.8931187+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:45:21.8971061+00:00 Time to Single load 'H90' 3,00 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 720 unused Assets to reduce memory usage. Loaded Objects now: 986490. Total: 1432.981400 ms (FindLiveObjects: 63.971800 ms CreateObjectMapping: 110.984500 ms MarkObjects: 1254.590300 ms DeleteObjects: 3.434500 ms) 2023-03-28T22:47:59.6860942+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T22:48:27.6890173+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:PlayOneShotSound(String, Vector3, Boolean) PlayOneShotSound:PlayNonVoiceSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:01:55.9656440+00:00 PreLoading Scene: H80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:01:55.9656440+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:01:56.1453022+00:00 Finished Load Scene References, Time Taken: 0,1777344 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 25) Unloading 274 unused Assets to reduce memory usage. Loaded Objects now: 981806. Total: 1508.547000 ms (FindLiveObjects: 64.082100 ms CreateObjectMapping: 97.078200 ms MarkObjects: 1345.880700 ms DeleteObjects: 1.505700 ms) Unloading 63 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 63.738300 ms 2023-03-28T23:01:59.1670133+00:00 Time to Single load 'H80' 3,31 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 347 unused Assets to reduce memory usage. Loaded Objects now: 918784. Total: 1358.257200 ms (FindLiveObjects: 53.486500 ms CreateObjectMapping: 95.392700 ms MarkObjects: 1207.608300 ms DeleteObjects: 1.769500 ms) 2023-03-28T23:02:20.5712647+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:02:20.5722622+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:02:20.7917236+00:00 Finished Load Scene References, Time Taken: 0,21875 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 26) Unloading 311 unused Assets to reduce memory usage. Loaded Objects now: 916273. Total: 1357.958500 ms (FindLiveObjects: 49.965900 ms CreateObjectMapping: 97.572800 ms MarkObjects: 1209.169500 ms DeleteObjects: 1.249800 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 31.758600 ms 2023-03-28T23:02:23.4715322+00:00 Time to Single load 'EoT' 3,00 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 806 unused Assets to reduce memory usage. Loaded Objects now: 901736. Total: 1329.180600 ms (FindLiveObjects: 54.986800 ms CreateObjectMapping: 95.969500 ms MarkObjects: 1174.588200 ms DeleteObjects: 3.635700 ms) 2023-03-28T23:05:12.7224327+00:00 PreLoading Scene: MonolithHub LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:12.7234300+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:12.7234300+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 96 unused Assets to reduce memory usage. Loaded Objects now: 899890. Total: 1454.427300 ms (FindLiveObjects: 54.506500 ms CreateObjectMapping: 95.457100 ms MarkObjects: 1303.338100 ms DeleteObjects: 1.125300 ms) Unloading 52 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 21.036900 ms 2023-03-28T23:05:15.6891593+00:00 Time to Single load 'MonolithHub' 3,06 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 735 unused Assets to reduce memory usage. Loaded Objects now: 906275. Total: 1342.700600 ms (FindLiveObjects: 59.084100 ms CreateObjectMapping: 94.700000 ms MarkObjects: 1185.347200 ms DeleteObjects: 3.569000 ms) 2023-03-28T23:05:30.9758816+00:00 Processing Monolith RNG, Seed: 25281126 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:30.9769161+00:00 Setting mono objective to Boss LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:31.0636458+00:00 PreLoading Scene: M_M100 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:31.0646797+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:05:32.2168052+00:00 Finished Load Scene References, Time Taken: 1,152344 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 0 Unused Serialized files (Serialized files now loaded: 27) Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 909045. Total: 1337.182500 ms (FindLiveObjects: 53.562800 ms CreateObjectMapping: 95.639200 ms MarkObjects: 1186.938700 ms DeleteObjects: 1.041300 ms) Unloading 22 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 25.392100 ms 2023-03-28T23:05:34.7509857+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:05:34.7539782+00:00 Time to Single load 'M_M100' 3,78 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1515 unused Assets to reduce memory usage. Loaded Objects now: 889754. Total: 1335.549300 ms (FindLiveObjects: 49.489400 ms CreateObjectMapping: 103.950200 ms MarkObjects: 1179.106000 ms DeleteObjects: 3.003400 ms) 2023-03-28T23:08:46.3056734+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:12:48.8347385+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:13:00.4704320+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:13:00.4787567+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:13:00.4787567+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 822 unused Assets to reduce memory usage. Loaded Objects now: 894453. Total: 1385.844800 ms (FindLiveObjects: 62.677700 ms CreateObjectMapping: 99.964100 ms MarkObjects: 1221.266300 ms DeleteObjects: 1.936500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 22.231000 ms 2023-03-28T23:13:02.8518387+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:13:02.8578208+00:00 Time to Single load 'M_Rest' 2,49 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 272 unused Assets to reduce memory usage. Loaded Objects now: 881963. Total: 1344.097300 ms (FindLiveObjects: 56.996500 ms CreateObjectMapping: 94.892000 ms MarkObjects: 1190.678600 ms DeleteObjects: 1.529800 ms) 2023-03-28T23:18:08.9190913+00:00 Processing Monolith RNG, Seed: 26039070 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:18:09.0198979+00:00 PreLoading Scene: M_Arena_2_E10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:18:09.0198979+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:18:10.0486511+00:00 Finished Load Scene References, Time Taken: 1,027344 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 26) Unloading 1158 unused Assets to reduce memory usage. Loaded Objects now: 879509. Total: 1474.479700 ms (FindLiveObjects: 58.995800 ms CreateObjectMapping: 99.112600 ms MarkObjects: 1313.660300 ms DeleteObjects: 2.710600 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 11.242000 ms 2023-03-28T23:18:12.7446025+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:18:12.7475946+00:00 Time to Single load 'M_Arena_2_E10' 3,83 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1047 unused Assets to reduce memory usage. Loaded Objects now: 879670. Total: 1369.259600 ms (FindLiveObjects: 54.161100 ms CreateObjectMapping: 99.343300 ms MarkObjects: 1213.492200 ms DeleteObjects: 2.262600 ms) 2023-03-28T23:21:10.2630860+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:21:10.2646098+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:21:10.2646098+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 452 unused Assets to reduce memory usage. Loaded Objects now: 879724. Total: 1415.204900 ms (FindLiveObjects: 55.147500 ms CreateObjectMapping: 99.581500 ms MarkObjects: 1259.125500 ms DeleteObjects: 1.350100 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 12.321300 ms 2023-03-28T23:21:12.5910813+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:21:12.5960668+00:00 Time to Single load 'M_Rest' 2,44 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 210 unused Assets to reduce memory usage. Loaded Objects now: 879125. Total: 1386.395900 ms (FindLiveObjects: 54.579500 ms CreateObjectMapping: 99.359600 ms MarkObjects: 1231.176300 ms DeleteObjects: 1.280200 ms) 2023-03-28T23:22:52.4434731+00:00 Processing Monolith RNG, Seed: 26322594 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:22:52.5272839+00:00 PreLoading Scene: M_Arena_1_Forest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:22:52.5272839+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:22:54.0722849+00:00 Finished Load Scene References, Time Taken: 1,544922 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 244 unused Assets to reduce memory usage. Loaded Objects now: 881157. Total: 1371.320000 ms (FindLiveObjects: 56.291300 ms CreateObjectMapping: 101.538900 ms MarkObjects: 1212.135400 ms DeleteObjects: 1.353800 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 11.188000 ms 2023-03-28T23:22:56.5107360+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:22:56.5137381+00:00 Time to Single load 'M_Arena_1_Forest' 4,07 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1079 unused Assets to reduce memory usage. Loaded Objects now: 880902. Total: 1366.612800 ms (FindLiveObjects: 53.267100 ms CreateObjectMapping: 102.196900 ms MarkObjects: 1208.892800 ms DeleteObjects: 2.255700 ms) 2023-03-28T23:26:38.6179647+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:26:38.6179647+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:26:38.6189631+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 587 unused Assets to reduce memory usage. Loaded Objects now: 879900. Total: 1352.536900 ms (FindLiveObjects: 54.064900 ms CreateObjectMapping: 99.029800 ms MarkObjects: 1197.540800 ms DeleteObjects: 1.901100 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 11.914900 ms 2023-03-28T23:26:40.9677725+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:26:40.9727600+00:00 Time to Single load 'M_Rest' 2,47 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 295 unused Assets to reduce memory usage. Loaded Objects now: 880392. Total: 1325.124100 ms (FindLiveObjects: 51.582400 ms CreateObjectMapping: 98.753400 ms MarkObjects: 1173.196800 ms DeleteObjects: 1.591200 ms) 2023-03-28T23:30:43.5841332+00:00 Processing Monolith RNG, Seed: 26793735 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:30:43.5841332+00:00 Setting mono objective to Forge LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:30:43.6845742+00:00 PreLoading Scene: M_M210 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:30:43.6856089+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:30:45.7258762+00:00 Finished Load Scene References, Time Taken: 2,041016 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 3 Unused Serialized files (Serialized files now loaded: 26) Unloading 493 unused Assets to reduce memory usage. Loaded Objects now: 900417. Total: 1401.741700 ms (FindLiveObjects: 63.191100 ms CreateObjectMapping: 102.035000 ms MarkObjects: 1234.790500 ms DeleteObjects: 1.724800 ms) Unloading 44 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 10.890000 ms 2023-03-28T23:30:48.7755376+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:30:48.7795266+00:00 Time to Single load 'M_M210' 5,18 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 11534 unused Assets to reduce memory usage. Loaded Objects now: 942184. Total: 1437.960300 ms (FindLiveObjects: 62.637900 ms CreateObjectMapping: 132.028700 ms MarkObjects: 1237.851200 ms DeleteObjects: 5.442200 ms) 2023-03-28T23:35:32.7931114+00:00 Exception occured while capturing prefab state for WengariShamanBuffCastVFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:35:32.7950694+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:36:18.9345992+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:36:18.9345992+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:36:18.9355967+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 29) Unloading 1917 unused Assets to reduce memory usage. Loaded Objects now: 957224. Total: 1442.234800 ms (FindLiveObjects: 67.393600 ms CreateObjectMapping: 106.141000 ms MarkObjects: 1265.123600 ms DeleteObjects: 3.576200 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 62.901000 ms 2023-03-28T23:36:21.3936858+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:36:21.3986761+00:00 Time to Single load 'M_Rest' 2,59 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 882 unused Assets to reduce memory usage. Loaded Objects now: 890303. Total: 1436.142500 ms (FindLiveObjects: 54.545100 ms CreateObjectMapping: 98.635600 ms MarkObjects: 1275.687900 ms DeleteObjects: 7.273500 ms) 2023-03-28T23:37:44.8526095+00:00 Processing Monolith RNG, Seed: 27215004 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:37:44.8536435+00:00 Setting mono objective to Forge LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:37:44.9499712+00:00 PreLoading Scene: M_M170 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:37:44.9499712+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:37:46.1736320+00:00 Finished Load Scene References, Time Taken: 1,222656 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 3 Unused Serialized files (Serialized files now loaded: 26) Unloading 350 unused Assets to reduce memory usage. Loaded Objects now: 890824. Total: 1363.184000 ms (FindLiveObjects: 51.959400 ms CreateObjectMapping: 98.166300 ms MarkObjects: 1211.525500 ms DeleteObjects: 1.532500 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 10.879200 ms 2023-03-28T23:37:48.6762887+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:37:48.6802871+00:00 Time to Single load 'M_M170' 3,83 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1062 unused Assets to reduce memory usage. Loaded Objects now: 990038. Total: 1434.882100 ms (FindLiveObjects: 65.705700 ms CreateObjectMapping: 98.684200 ms MarkObjects: 1258.112600 ms DeleteObjects: 12.379300 ms) 2023-03-28T23:38:44.0038761+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at GlobalVFXManager.HandleSettingCreationReferences (UnityEngine.GameObject go, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Boolean attachToCaster, UnityEngine.Vector3 position) [0x00000] in <00000000000000000000000000000000>:0 at GlobalVFXManager.SendSpawnVfxWithCreationReferences (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean useAutoPool, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Boolean attachToCaster) [0x00000] in <00000000000000000000000000000000>:0 at CreateVfxOnDeath.createObjects () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+AfterBlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SelfDestroyer.die () [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.ReceiveTriggerDestruction () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+AfterBlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SelfDestroyer.die () [0x00000] in <00000000000000000000000000000000>:0 at DestroyAfterDuration.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:04.6144572+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:21.2691285+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:25.3515555+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at GlobalVFXManager.HandleSettingCreationReferences (UnityEngine.GameObject go, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Boolean attachToCaster, UnityEngine.Vector3 position) [0x00000] in <00000000000000000000000000000000>:0 at GlobalVFXManager.SendSpawnVfxWithCreationReferences (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean useAutoPool, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Boolean attachToCaster) [0x00000] in <00000000000000000000000000000000>:0 at CreateVfxOnDeath.createObjects () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+AfterBlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SelfDestroyer.die () [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.ReceiveTriggerDestruction () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+AfterBlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SelfDestroyer.die () [0x00000] in <00000000000000000000000000000000>:0 at DestroyAfterDuration.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:57.6755722+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:57.6765800+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:39:57.6765800+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 337 unused Assets to reduce memory usage. Loaded Objects now: 1007714. Total: 1431.553500 ms (FindLiveObjects: 61.824400 ms CreateObjectMapping: 99.943800 ms MarkObjects: 1268.433700 ms DeleteObjects: 1.351300 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 114.984400 ms 2023-03-28T23:40:00.1093394+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:40:00.1153239+00:00 Time to Single load 'M_Rest' 2,54 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 623 unused Assets to reduce memory usage. Loaded Objects now: 891863. Total: 1340.779100 ms (FindLiveObjects: 53.072800 ms CreateObjectMapping: 102.515500 ms MarkObjects: 1179.510000 ms DeleteObjects: 5.680400 ms) 2023-03-28T23:40:15.0807169+00:00 Processing Monolith RNG, Seed: 27365232 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:40:15.0817421+00:00 Setting mono objective to Boss LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:40:15.1809966+00:00 PreLoading Scene: M_M90 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:40:15.1809966+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:40:16.2192144+00:00 Finished Load Scene References, Time Taken: 1,037109 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 25) Unloading 12 unused Assets to reduce memory usage. Loaded Objects now: 891669. Total: 1389.177300 ms (FindLiveObjects: 48.373800 ms CreateObjectMapping: 96.777200 ms MarkObjects: 1243.017500 ms DeleteObjects: 1.008500 ms) Unloading 45 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 10.467700 ms 2023-03-28T23:40:18.8018543+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:40:18.8058434+00:00 Time to Single load 'M_M90' 3,72 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1187 unused Assets to reduce memory usage. Loaded Objects now: 956137. Total: 1372.092900 ms (FindLiveObjects: 57.455500 ms CreateObjectMapping: 99.917300 ms MarkObjects: 1212.222000 ms DeleteObjects: 2.497900 ms) 2023-03-28T23:41:54.1841068+00:00 Exception occured while capturing prefab state for Ancient Dragon Magma Explosion Charge Up VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:41:54.1851042+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:42:30.7275962+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:42:30.7275962+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:42:30.7285943+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 25) Unloading 337 unused Assets to reduce memory usage. Loaded Objects now: 955367. Total: 1449.348800 ms (FindLiveObjects: 54.505200 ms CreateObjectMapping: 99.521800 ms MarkObjects: 1293.844000 ms DeleteObjects: 1.477300 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 45.560400 ms 2023-03-28T23:42:33.2131700+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:42:33.2191533+00:00 Time to Single load 'M_Rest' 2,63 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1591 unused Assets to reduce memory usage. Loaded Objects now: 891076. Total: 1337.532200 ms (FindLiveObjects: 50.706900 ms CreateObjectMapping: 98.852300 ms MarkObjects: 1185.659100 ms DeleteObjects: 2.313400 ms) 2023-03-28T23:43:05.5524841+00:00 Processing Monolith RNG, Seed: 27535703 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:43:05.6472665+00:00 PreLoading Scene: M_Arena_1_Forest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:43:05.6472665+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:43:06.2275945+00:00 Finished Load Scene References, Time Taken: 0,5800781 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 65 unused Assets to reduce memory usage. Loaded Objects now: 891535. Total: 1345.943000 ms (FindLiveObjects: 48.064900 ms CreateObjectMapping: 98.554900 ms MarkObjects: 1198.212400 ms DeleteObjects: 1.110600 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 10.679700 ms 2023-03-28T23:43:08.5293084+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:43:08.5323005+00:00 Time to Single load 'M_Arena_1_Forest' 2,98 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1069 unused Assets to reduce memory usage. Loaded Objects now: 891287. Total: 1353.562800 ms (FindLiveObjects: 62.132100 ms CreateObjectMapping: 99.160600 ms MarkObjects: 1190.009300 ms DeleteObjects: 2.260500 ms) 2023-03-28T23:43:19.1044739+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:43:42.0665106+00:00 [FMOD] Event not found: LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, String, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:45:46.6830057+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:45:46.6840031+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:45:46.6840031+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 22) Unloading 43 unused Assets to reduce memory usage. Loaded Objects now: 890217. Total: 1422.604500 ms (FindLiveObjects: 56.770500 ms CreateObjectMapping: 100.547900 ms MarkObjects: 1264.345300 ms DeleteObjects: 0.940500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 15.585700 ms 2023-03-28T23:45:49.1584398+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:45:49.1634235+00:00 Time to Single load 'M_Rest' 2,58 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 295 unused Assets to reduce memory usage. Loaded Objects now: 890849. Total: 1392.085200 ms (FindLiveObjects: 52.238600 ms CreateObjectMapping: 98.362000 ms MarkObjects: 1239.888600 ms DeleteObjects: 1.595700 ms) 2023-03-28T23:46:31.3934263+00:00 Processing Monolith RNG, Seed: 27741544 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:46:31.3934263+00:00 Setting mono objective to Boss LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:46:31.4821931+00:00 PreLoading Scene: M_M10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:46:31.4832262+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:46:32.0516867+00:00 Finished Load Scene References, Time Taken: 0,5664063 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 3 Unused Serialized files (Serialized files now loaded: 23) Unloading 74 unused Assets to reduce memory usage. Loaded Objects now: 891617. Total: 1323.979200 ms (FindLiveObjects: 48.614900 ms CreateObjectMapping: 96.804500 ms MarkObjects: 1177.470100 ms DeleteObjects: 1.089200 ms) Unloading 50 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 10.747100 ms 2023-03-28T23:46:34.4917091+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:46:34.4957395+00:00 Time to Single load 'M_M10' 3,10 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1062 unused Assets to reduce memory usage. Loaded Objects now: 928941. Total: 1372.913000 ms (FindLiveObjects: 55.180300 ms CreateObjectMapping: 104.081100 ms MarkObjects: 1211.478500 ms DeleteObjects: 2.172700 ms) 2023-03-28T23:52:30.0608342+00:00 Exception occured while capturing prefab state for Flame Captain Beam Cast VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:52:30.0618311+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:52:57.1964766+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:52:57.1964766+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:52:57.1964766+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 23) Unloading 406 unused Assets to reduce memory usage. Loaded Objects now: 930638. Total: 1438.714000 ms (FindLiveObjects: 56.984600 ms CreateObjectMapping: 98.831200 ms MarkObjects: 1281.398300 ms DeleteObjects: 1.499400 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 34.237300 ms 2023-03-28T23:52:59.6868725+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:52:59.6918965+00:00 Time to Single load 'M_Rest' 2,60 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 529 unused Assets to reduce memory usage. Loaded Objects now: 891664. Total: 1396.316700 ms (FindLiveObjects: 48.938900 ms CreateObjectMapping: 97.131000 ms MarkObjects: 1248.156200 ms DeleteObjects: 2.090100 ms) 2023-03-28T23:54:14.7865867+00:00 PreLoading Scene: R1Q10 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:54:14.7897805+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-28T23:54:15.9790568+00:00 Finished Load Scene References, Time Taken: 1,1875 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 3 Unused Serialized files (Serialized files now loaded: 25) Unloading 213 unused Assets to reduce memory usage. Loaded Objects now: 897315. Total: 1354.888800 ms (FindLiveObjects: 48.515600 ms CreateObjectMapping: 99.215200 ms MarkObjects: 1205.838900 ms DeleteObjects: 1.318600 ms) Unloading 66 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 10.396900 ms 2023-03-28T23:54:18.9689811+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-28T23:54:18.9904310+00:00 Time to Single load 'R1Q10' 4,29 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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:generateMagicPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ line 648] (Filename: Line: 648) Unloading 4502 unused Assets to reduce memory usage. Loaded Objects now: 953614. Total: 1408.373400 ms (FindLiveObjects: 56.186800 ms CreateObjectMapping: 115.966800 ms MarkObjects: 1232.437700 ms DeleteObjects: 3.781800 ms) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) [ line 648] (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) 2023-03-28T23:55:34.4429627+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at StateController.forceChangeState (State state) [0x00000] in <00000000000000000000000000000000>:0 at Stunned.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 3 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 3 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T23:56:23.6504723+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T23:56:59.7153795+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at RendererManager+<>c.b__38_0 (UnityEngine.Material x) [0x00000] in <00000000000000000000000000000000>:0 at System.Predicate`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.RemoveFreezeMaterials () [0x00000] in <00000000000000000000000000000000>:0 at RendererManager.unfreeze () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveUnfreeze () [0x00000] in <00000000000000000000000000000000>:0 at Stunned.onExit (State nextState) [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at StateController.forceChangeState (State state) [0x00000] in <00000000000000000000000000000000>:0 at Stunned.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) MaterialPropertyBlock index 2 is out of range HitFlash:SetHitFlashMaterialProperties(Single, Single, Single) HitFlash:Update() [ line 937] (Filename: Line: 937) MaterialPropertyBlock index 2 is out of range HitFlash:Update() [ line 921] (Filename: Line: 921) 2023-03-28T23:57:59.4428384+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone R1Q10. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) SummonEntityOnDeath:Summon() AfterBlockAction:Invoke() SelfDestroyer:die() DestroyAfterDuration: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() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) [ line 648] (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) 2023-03-28T23:58:50.2566833+00:00 GameObject wasn't set on SceneState SetGOActive Action! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.SceneState.Actions.Objects.SetGOActive:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update() UsingAbilityAI:update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:02.6578288+00:00 GameObject wasn't set on SceneState SetGOActive Action! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.SceneState.Actions.Objects.SetGOActive:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:09.2078802+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:09.2078802+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:09.2078802+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 23) Unloading 1112 unused Assets to reduce memory usage. Loaded Objects now: 942399. Total: 1508.637600 ms (FindLiveObjects: 71.709100 ms CreateObjectMapping: 102.870700 ms MarkObjects: 1331.953100 ms DeleteObjects: 2.104200 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 40.285500 ms 2023-03-29T00:00:11.7398173+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:11.7448054+00:00 Time to Single load 'M_Rest' 2,66 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1157 unused Assets to reduce memory usage. Loaded Objects now: 893509. Total: 1337.045900 ms (FindLiveObjects: 54.287100 ms CreateObjectMapping: 97.198900 ms MarkObjects: 1179.863000 ms DeleteObjects: 5.696200 ms) 2023-03-29T00:00:20.3419647+00:00 PreLoading Scene: R1Q20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:00:20.3419647+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:00:21.3717924+00:00 Finished Load Scene References, Time Taken: 1,027344 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 895849. Total: 1333.188200 ms (FindLiveObjects: 47.744100 ms CreateObjectMapping: 95.753700 ms MarkObjects: 1188.640700 ms DeleteObjects: 1.049500 ms) Unloading 59 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 10.942600 ms 2023-03-29T00:00:23.9986169+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:00:24.0185272+00:00 Time to Single load 'R1Q20' 3,76 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1054 unused Assets to reduce memory usage. Loaded Objects now: 932668. Total: 1381.616600 ms (FindLiveObjects: 63.409700 ms CreateObjectMapping: 99.098200 ms MarkObjects: 1216.919200 ms DeleteObjects: 2.189100 ms) 2023-03-29T00:03:06.7086008+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:03:06.7095986+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:03:06.7095986+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 24) Unloading 832 unused Assets to reduce memory usage. Loaded Objects now: 934330. Total: 1389.231300 ms (FindLiveObjects: 62.530000 ms CreateObjectMapping: 98.444300 ms MarkObjects: 1226.521700 ms DeleteObjects: 1.734700 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 33.805700 ms 2023-03-29T00:03:09.0836489+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:03:09.0886414+00:00 Time to Single load 'M_Rest' 2,49 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 547 unused Assets to reduce memory usage. Loaded Objects now: 898362. Total: 1357.337900 ms (FindLiveObjects: 54.547500 ms CreateObjectMapping: 105.223600 ms MarkObjects: 1194.939000 ms DeleteObjects: 2.627500 ms) 2023-03-29T00:03:21.1316688+00:00 Processing Monolith RNG, Seed: 28751282 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:03:21.1316688+00:00 Setting mono objective to Boss LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:03:21.2244223+00:00 PreLoading Scene: M_M220 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:03:21.2254198+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:03:22.2371342+00:00 Finished Load Scene References, Time Taken: 1,009766 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 905721. Total: 1352.454500 ms (FindLiveObjects: 49.303500 ms CreateObjectMapping: 100.200100 ms MarkObjects: 1201.982000 ms DeleteObjects: 0.968600 ms) Unloading 36 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 11.180000 ms 2023-03-29T00:03:24.7834143+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:03:24.7884016+00:00 Time to Single load 'M_M220' 3,66 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7323 unused Assets to reduce memory usage. Loaded Objects now: 1043234. Total: 1451.125100 ms (FindLiveObjects: 61.406400 ms CreateObjectMapping: 96.448400 ms MarkObjects: 1288.749800 ms DeleteObjects: 4.520000 ms) 2023-03-29T00:10:20.1764622+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:10:20.1775012+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:10:20.1775012+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 4567 unused Assets to reduce memory usage. Loaded Objects now: 1054889. Total: 1511.692100 ms (FindLiveObjects: 66.885300 ms CreateObjectMapping: 99.590300 ms MarkObjects: 1339.512600 ms DeleteObjects: 5.703600 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 80.634900 ms 2023-03-29T00:10:22.6868418+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:10:22.6918299+00:00 Time to Single load 'M_Rest' 2,63 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 426 unused Assets to reduce memory usage. Loaded Objects now: 899490. Total: 1356.246100 ms (FindLiveObjects: 49.602500 ms CreateObjectMapping: 97.577100 ms MarkObjects: 1207.190700 ms DeleteObjects: 1.875300 ms) 2023-03-29T00:11:02.6014894+00:00 Processing Monolith RNG, Seed: 29212752 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:11:02.6014894+00:00 Setting mono objective to Forge LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:11:02.6972484+00:00 PreLoading Scene: M_M20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:11:02.6982040+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:11:03.6352764+00:00 Finished Load Scene References, Time Taken: 0,9355469 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 25) Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 900400. Total: 1398.728800 ms (FindLiveObjects: 51.109200 ms CreateObjectMapping: 99.000600 ms MarkObjects: 1247.737000 ms DeleteObjects: 0.881500 ms) Unloading 44 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 10.834500 ms 2023-03-29T00:11:06.2509682+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:11:06.2549576+00:00 Time to Single load 'M_M20' 3,65 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1050 unused Assets to reduce memory usage. Loaded Objects now: 942824. Total: 1483.405100 ms (FindLiveObjects: 56.492700 ms CreateObjectMapping: 101.887300 ms MarkObjects: 1322.747800 ms DeleteObjects: 2.276900 ms) 2023-03-29T00:17:17.6798767+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:17:17.6808739+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:17:17.6808739+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3 Unused Serialized files (Serialized files now loaded: 26) Unloading 679 unused Assets to reduce memory usage. Loaded Objects now: 945048. Total: 1425.059100 ms (FindLiveObjects: 62.980600 ms CreateObjectMapping: 103.597300 ms MarkObjects: 1256.612500 ms DeleteObjects: 1.868500 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 76.559200 ms 2023-03-29T00:17:20.0853936+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:17:20.0894259+00:00 Time to Single load 'M_Rest' 2,52 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 641 unused Assets to reduce memory usage. Loaded Objects now: 900454. Total: 1346.362200 ms (FindLiveObjects: 49.855600 ms CreateObjectMapping: 97.314200 ms MarkObjects: 1195.751500 ms DeleteObjects: 3.440400 ms) 2023-03-29T00:19:28.0744895+00:00 PreLoading Scene: R1Q30 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:19:28.0754542+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:19:29.4167118+00:00 Finished Load Scene References, Time Taken: 1,339844 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32) MonolithTimelinePanelManager:chooseQuestEcho(Int32) AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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 3 Unused Serialized files (Serialized files now loaded: 26) Unloading 262 unused Assets to reduce memory usage. Loaded Objects now: 902604. Total: 1385.307200 ms (FindLiveObjects: 56.263000 ms CreateObjectMapping: 99.697300 ms MarkObjects: 1227.717400 ms DeleteObjects: 1.629100 ms) Unloading 50 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 12.186100 ms 2023-03-29T00:19:31.9109703+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:31.9309173+00:00 Time to Single load 'R1Q30' 3,95 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (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() Spawner:Start() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh PreparedVisualsSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) PreparedVisualsSpawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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() Spawner:Start() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh PreparedVisualsSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) PreparedVisualsSpawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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() Spawner:Start() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh PreparedVisualsSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) PreparedVisualsSpawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ 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() Spawner:Start() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh PreparedVisualsSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) PreparedVisualsSpawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() Spawner:Start() [ line 648] (Filename: Line: 648) Unloading 940 unused Assets to reduce memory usage. Loaded Objects now: 914103. Total: 1360.319200 ms (FindLiveObjects: 54.171100 ms CreateObjectMapping: 101.132500 ms MarkObjects: 1203.001400 ms DeleteObjects: 2.014000 ms) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) 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() LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (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) 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) 2023-03-29T00:19:41.6628155+00:00 Spawner rollback has not been implemented yet! Spawner - Soul Generators in Abomination Boss Fight Spawner LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.SceneState.Nodes.StateNode:Exit(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:41.6628155+00:00 Spawner rollback has not been implemented yet! Spawner - Soul Generators in Abomination Boss Fight Spawner LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.SceneState.Nodes.StateNode:Exit(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:41.6638128+00:00 Spawner rollback has not been implemented yet! Spawner - Soul Generators in Abomination Boss Fight Spawner LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.SceneState.Nodes.StateNode:Exit(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:41.6638128+00:00 Spawner rollback has not been implemented yet! Spawner - Soul Generators in Abomination Boss Fight Spawner LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.SceneState.Nodes.StateNode:Exit(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:46.7093564+00:00 Exception occured while capturing prefab state for tail slam vfx indicator(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:19:46.7093564+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.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 UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (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) 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) 2023-03-29T00:21:02.2680356+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:21:18.4601884+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:21:34.6425481+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:21:50.8211005+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:22:55.9409023+00:00 PreLoading Scene: MonolithHub LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:22:55.9409023+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:22:55.9409023+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) 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: 22) Unloading 490 unused Assets to reduce memory usage. Loaded Objects now: 909853. Total: 1436.674700 ms (FindLiveObjects: 56.404100 ms CreateObjectMapping: 118.282300 ms MarkObjects: 1260.653200 ms DeleteObjects: 1.334800 ms) Unloading 52 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 13.946100 ms 2023-03-29T00:22:58.6089181+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:22:59.0178757+00:00 Time to Single load 'MonolithHub' 3,18 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 461 unused Assets to reduce memory usage. Loaded Objects now: 931261. Total: 1392.621300 ms (FindLiveObjects: 61.502800 ms CreateObjectMapping: 101.641100 ms MarkObjects: 1227.130800 ms DeleteObjects: 2.346000 ms) 2023-03-29T00:24:17.4450667+00:00 PreLoading Scene: H80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:24:17.4460269+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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) 2023-03-29T00:24:17.9951765+00:00 Finished Load Scene References, Time Taken: 0,5507813 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) 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: 24) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 933282. Total: 1417.128200 ms (FindLiveObjects: 53.791100 ms CreateObjectMapping: 102.561100 ms MarkObjects: 1259.752000 ms DeleteObjects: 1.023300 ms) Unloading 63 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 26.837800 ms 2023-03-29T00:24:21.1288515+00:00 Time to Single load 'H80' 3,77 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1243 unused Assets to reduce memory usage. Loaded Objects now: 942191. Total: 1432.776500 ms (FindLiveObjects: 66.548900 ms CreateObjectMapping: 100.400900 ms MarkObjects: 1263.102700 ms DeleteObjects: 2.723500 ms) Setting up 6 worker threads for Enlighten. Thread -> id: 246c -> priority: 1 Thread -> id: 2868 -> priority: 1 Thread -> id: 24f8 -> priority: 1 Thread -> id: 3ff8 -> priority: 1 Thread -> id: 4008 -> priority: 1 Thread -> id: 18e4 -> priority: 1 2023-03-29T00:24:26.9429950+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9439928+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9439928+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9449899+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9449899+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9449899+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9449899+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9459934+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9459934+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9459934+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9459934+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9469965+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9469965+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9469965+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9469965+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9479814+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9479814+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9479814+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9489791+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9489791+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9489791+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9489791+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9489791+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9499769+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9499769+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9499769+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9499769+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9509737+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9509737+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9509737+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9879210+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9899170+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9899170+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9899170+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9909131+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9929079+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9929079+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9929079+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9929079+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9939050+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9939050+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9939050+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9949022+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9949022+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9949022+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9949022+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9958997+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9968969+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9968969+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9968969+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9998889+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:26.9998889+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0008863+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0018836+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0018836+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0018836+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0018836+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0028810+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0028810+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0028810+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0028810+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0038783+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0038783+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0038783+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0038783+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0038783+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0048756+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0048756+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0048756+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0048756+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0048756+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0068702+00:00 DOTWEEN ► SAFE MODE ► DOTween's safe mode captured 1 errors. This is usually ok (it's what safe mode is there for) but if your game is encountering issues you should set Log Behaviour to Default in DOTween Utility Panel in order to get detailed warnings when an error is captured (consider that these errors are always on the user side). - 1 startup errors LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.DOTweenComponent:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.0088646+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4865162+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4865162+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4865162+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4865162+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4875136+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4875136+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4875136+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4875136+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4875136+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4885109+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4895082+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4895082+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4895082+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4895082+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4895082+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4905056+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4915028+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4915028+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4915028+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4915028+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4915028+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4925000+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4934977+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4944947+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4954923+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4954923+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4954923+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4954923+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4954923+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4964897+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4964897+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4964897+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4964897+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4974867+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4984841+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4994817+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.4994817+00:00 No Alignment LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) ActorManager:RemoveFromList(Actor, Boolean) Actor:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6063312+00:00 Unable to find singleton prefab DMMap LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Core.PrefabSingleton`1:get_Instance() DMM.BaseDMMapIcon:OnDestroy() DMM.DMMapIcon:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6073281+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Core.PrefabSingleton`1[T].get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at DMM.BaseDMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 at DMM.DMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6292699+00:00 Unable to find singleton prefab DMMap LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Core.PrefabSingleton`1:get_Instance() DMM.BaseDMMapIcon:OnDestroy() DMM.DMMapIcon:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6292699+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Core.PrefabSingleton`1[T].get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at DMM.BaseDMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 at DMM.DMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6542024+00:00 Unable to find singleton prefab DMMap LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Core.PrefabSingleton`1:get_Instance() DMM.BaseDMMapIcon:OnDestroy() DMM.DMMapIcon:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6542024+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Core.PrefabSingleton`1[T].get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at DMM.BaseDMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 at DMM.DMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6791358+00:00 Unable to find singleton prefab DMMap LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Core.PrefabSingleton`1:get_Instance() DMM.BaseDMMapIcon:OnDestroy() DMM.DMMapIcon:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.6791358+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Core.PrefabSingleton`1[T].get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at DMM.BaseDMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 at DMM.DMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.7020746+00:00 Unable to find singleton prefab DMMap LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Core.PrefabSingleton`1:get_Instance() DMM.BaseDMMapIcon:OnDestroy() DMM.DMMapIcon:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-29T00:24:27.7020746+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Core.PrefabSingleton`1[T].get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at DMM.BaseDMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 at DMM.DMMapIcon.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Curl error 42: Callback aborted (Filename: Line: 867)