Initialize engine version: 2019.4.40f1 (ffc62b691db5) [Subsystems] Discovering subsystems at path D:/SteamLibrary/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 4070 (ID=0x2786) Vendor: VRAM: 12012 MB Driver: 31.0.15.5161 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) Command line options: IsDiagnosticLoggingEnabled = False ConnectDirectlyToGameServer = False DisableAutoLoginWithSteam = False GraphicsOptionsFile = UseLidgren = False OfflineMode = True GameServerIP = GameServerPort = PlayFabTitleId = LidgrenPort = EnableQueues = False UseNativeProfiler = False NativeProfilerConfig = 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() EHG.Multiplayer.GameplayEnvironment:.cctor() VFXManager:BuildLookupTables() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Instantiation] Loaded Serializers: UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer ChanceToDamageEnemyWhenHit - LE.Caching.CustomSerializers.ChanceToDamageEnemyWhenHitSerializer DamageAllyOnHit - LE.Caching.CustomSerializers.DamageAllyOnHitSerializer DamageCreatorMinionOnHit - LE.Caching.CustomSerializers.DamageCreatorMinionOnHitSerializer DamageEnemiesWithBeam - LE.Caching.CustomSerializers.DamageEnemiesWithBeamSerializer DamageEnemyOnHit - LE.Caching.CustomSerializers.DamageEnemyOnHitSerializer OnDeathStatusDamage - LE.Caching.CustomSerializers.OnDeathStatusDamageSerializer RepeatedlyDamageEnemiesWithinArc - LE.Caching.CustomSerializers.RepeatedlyDamageEnemiesWithinArcSerializer RepeatedlyDamageEnemiesWithinRadius - LE.Caching.CustomSerializers.RepeatedlyDamageEnemiesWithinRadiusSerializer RepeatedlyDamageParent - LE.Caching.CustomSerializers.RepeatedlyDamageParentSerializer StatusDamage - LE.Caching.CustomSerializers.StatusDamageSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer HitSoundReceiver - Generated.HitSoundReceiverSerializerGenerated PlaySoundOnHit - Generated.PlaySoundOnHitSerializerGenerated HitSoundEmitter - Generated.HitSoundEmitterSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated 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 CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated ExtraProjectiles - Generated.ExtraProjectilesSerializerGenerated RaycastAbilityMover - Generated.RaycastAbilityMoverSerializerGenerated AbilityObjectIndicator - Generated.AbilityObjectIndicatorSerializerGenerated AlignmentManager - Generated.AlignmentManagerSerializerGenerated HitDetector - Generated.HitDetectorSerializerGenerated DestroyOnInanimateCollison - Generated.DestroyOnInanimateCollisonSerializerGenerated DestroyOnFailingToPierceEnemy - Generated.DestroyOnFailingToPierceEnemySerializerGenerated CreationReferences - Generated.CreationReferencesSerializerGenerated LocationDetector - Generated.LocationDetectorSerializerGenerated AbilityObjectConstructor - Generated.AbilityObjectConstructorSerializerGenerated AttachAttachableOnEnemyHit - Generated.AttachAttachableOnEnemyHitSerializerGenerated ChanceToApplyAilmentsOnHit - Generated.ChanceToApplyAilmentsOnHitSerializerGenerated AbilityMover - Generated.AbilityMoverSerializerGenerated Stats - Generated.StatsSerializerGenerated CastAfterDuration - Generated.CastAfterDurationSerializerGenerated DestroyIfCasterDisabled - Generated.DestroyIfCasterDisabledSerializerGenerated DestroyIfCasterExistsUsingAbilityState - Generated.DestroyIfCasterExistsUsingAbilityStateSerializerGenerated CreateVfxOnDeath - Generated.CreateVfxOnDeathSerializerGenerated ShakeScreenOnDeath - Generated.ShakeScreenOnDeathSerializerGenerated ShakeScreenOnHit - Generated.ShakeScreenOnHitSerializerGenerated HomingMovement - Generated.HomingMovementSerializerGenerated CreateAbilityObjectOnDeath - Generated.CreateAbilityObjectOnDeathSerializerGenerated ChangeDamageModifierOverTime - Generated.ChangeDamageModifierOverTimeSerializerGenerated ShakeScreenOnEnable - Generated.ShakeScreenOnEnableSerializerGenerated CreateAbilityObjectOnNewAllyHit - Generated.CreateAbilityObjectOnNewAllyHitSerializerGenerated CreateAbilityObjectOnNewEnemtHit - Generated.CreateAbilityObjectOnNewEnemtHitSerializerGenerated AbyssalEchoesMutator - Generated.AbyssalEchoesMutatorSerializerGenerated Pierce - Generated.PierceSerializerGenerated RestoreLuminanceWhenReachedTarget - Generated.RestoreLuminanceWhenReachedTargetSerializerGenerated MoveTowardsCreator - Generated.MoveTowardsCreatorSerializerGenerated IlluminateEnemiesOnHit - Generated.IlluminateEnemiesOnHitSerializerGenerated RepeatedlyToggleColliders - Generated.RepeatedlyToggleCollidersSerializerGenerated AttachToCreatorOnCreation - Generated.AttachToCreatorOnCreationSerializerGenerated DestroySelfOnParentDeath - Generated.DestroySelfOnParentDeathSerializerGenerated SendEnemiesForwardInTimeOnHit - Generated.SendEnemiesForwardInTimeOnHitSerializerGenerated BuffParent - Generated.BuffParentSerializerGenerated Stance - Generated.StanceSerializerGenerated BuffCreatorAfterDuration - Generated.BuffCreatorAfterDurationSerializerGenerated ConditionHandler - Generated.ConditionHandlerSerializerGenerated ApplyAilmentToCreator - Generated.ApplyAilmentToCreatorSerializerGenerated CleanseAilmentsOnDeath - Generated.CleanseAilmentsOnDeathSerializerGenerated MoveToNearestEnemyOnCreation - Generated.MoveToNearestEnemyOnCreationSerializerGenerated CreateAtTargetLocationOnCreation - Generated.CreateAtTargetLocationOnCreationSerializerGenerated AbilityParabolicMovement - Generated.AbilityParabolicMovementSerializerGenerated RepeatedlyAbsorbMinion - Generated.RepeatedlyAbsorbMinionSerializerGenerated SummonEntityOnDeath - Generated.SummonEntityOnDeathSerializerGenerated BuffCreator - Generated.BuffCreatorSerializerGenerated ExistsWhileChannelling - Generated.ExistsWhileChannellingSerializerGenerated AssembleAbominationAdapter - Generated.AssembleAbominationAdapterSerializerGenerated BuffOnAllyHit - Generated.BuffOnAllyHitSerializerGenerated AttachRefreshableVFXOnHit - Generated.AttachRefreshableVFXOnHitSerializerGenerated TrailTracker - Generated.TrailTrackerSerializerGenerated RepeatedlyApplyAilmentsInRadius - Generated.RepeatedlyApplyAilmentsInRadiusSerializerGenerated CastAtRandomPointAfterDuration - Generated.CastAtRandomPointAfterDurationSerializerGenerated DefineStartDirection - Generated.DefineStartDirectionSerializerGenerated DestroyAfterDurationAfterReachingTargetLocation - Generated.DestroyAfterDurationAfterReachingTargetLocationSerializerGenerated StopAtTargetLocation - Generated.StopAtTargetLocationSerializerGenerated RandomiseScaleOnStart - Generated.RandomiseScaleOnStartSerializerGenerated CreateOnHit - Generated.CreateOnHitSerializerGenerated ResizeBasedOnParentCollider - Generated.ResizeBasedOnParentColliderSerializerGenerated DestroyOnParentReachingAbilityMovementDestination - Generated.DestroyOnParentReachingAbilityMovementDestinationSerializerGenerated RepeatedlyPullEnemiesWithinRadius - Generated.RepeatedlyPullEnemiesWithinRadiusSerializerGenerated AttachToNearestEnemyOnCreation - Generated.AttachToNearestEnemyOnCreationSerializerGenerated AttachTransformToCreatorOnCreation - Generated.AttachTransformToCreatorOnCreationSerializerGenerated DestroyOnCasterDeath - Generated.DestroyOnCasterDeathSerializerGenerated DestroyAfterMovingOutOfRange - Generated.DestroyAfterMovingOutOfRangeSerializerGenerated MoveToParentColliderCentre - Generated.MoveToParentColliderCentreSerializerGenerated GenericBoneGolemSkillMutator - Generated.GenericBoneGolemSkillMutatorSerializerGenerated ChangeSizeOverTime - Generated.ChangeSizeOverTimeSerializerGenerated RepeatedlyHitsTargets - Generated.RepeatedlyHitsTargetsSerializerGenerated BuffCreatorOnDeathPerHit - Generated.BuffCreatorOnDeathPerHitSerializerGenerated BuffCreatorOnDeath - Generated.BuffCreatorOnDeathSerializerGenerated KnockBackOnHit - Generated.KnockBackOnHitSerializerGenerated AttachToAllyOnCreation - Generated.AttachToAllyOnCreationSerializerGenerated RandomiseTargetLocation - Generated.RandomiseTargetLocationSerializerGenerated AbilityCurveMovement - Generated.AbilityCurveMovementSerializerGenerated ColliderChanger - Generated.ColliderChangerSerializerGenerated HealParent - Generated.HealParentSerializerGenerated MarkPreferredTargetForMinions - Generated.MarkPreferredTargetForMinionsSerializerGenerated CanOnlyBeOnOneTarget - Generated.CanOnlyBeOnOneTargetSerializerGenerated AttachToAllAlliesInRadiusOnCreation - Generated.AttachToAllAlliesInRadiusOnCreationSerializerGenerated ReturnToCasterAfterDuration - Generated.ReturnToCasterAfterDurationSerializerGenerated ReturnOnInanimateCollision - Generated.ReturnOnInanimateCollisionSerializerGenerated BloodSplatterMutator - Generated.BloodSplatterMutatorSerializerGenerated TauntOnHit - Generated.TauntOnHitSerializerGenerated GiveCreatorResourcesOnHit - Generated.GiveCreatorResourcesOnHitSerializerGenerated GenericAreaSkillMutator - Generated.GenericAreaSkillMutatorSerializerGenerated HitsTargets - Generated.HitsTargetsSerializerGenerated ColorChangeRaptor - Generated.ColorChangeRaptorSerializerGenerated GenericSabertoothSkillMutator - Generated.GenericSabertoothSkillMutatorSerializerGenerated RepeatedlyHealAlliesWithinRadius - Generated.RepeatedlyHealAlliesWithinRadiusSerializerGenerated RogueShadow - Generated.RogueShadowSerializerGenerated FadeParticlesWhenDurationIsLow - Generated.FadeParticlesWhenDurationIsLowSerializerGenerated TargetFinder - Generated.TargetFinderSerializerGenerated CreateAtRandom - Generated.CreateAtRandomSerializerGenerated LimitedPickupable - Generated.LimitedPickupableSerializerGenerated SkillTrailSpawner - Generated.SkillTrailSpawnerSerializerGenerated DeathSealWaveMutator - Generated.DeathSealWaveMutatorSerializerGenerated CreateResourceReturnAbilityObjectsForCorpsesInArea - Generated.CreateResourceReturnAbilityObjectsForCorpsesInAreaSerializerGenerated MineTrigger - Generated.MineTriggerSerializerGenerated MoveCreatorToTargetOnDeath - Generated.MoveCreatorToTargetOnDeathSerializerGenerated StartsNearTarget - Generated.StartsNearTargetSerializerGenerated MoveCreatorToPositionOnDeath - Generated.MoveCreatorToPositionOnDeathSerializerGenerated ChangeSizeOverTimeScaledWithStat - Generated.ChangeSizeOverTimeScaledWithStatSerializerGenerated DetonateGroundExplosionMutator - Generated.DetonateGroundExplosionMutatorSerializerGenerated VoidRiftMutator - Generated.VoidRiftMutatorSerializerGenerated NovaMutator - Generated.NovaMutatorSerializerGenerated RepeatedlyBuffInRadius - Generated.RepeatedlyBuffInRadiusSerializerGenerated HealAlliesOnHit - Generated.HealAlliesOnHitSerializerGenerated RandomiseSpeed - Generated.RandomiseSpeedSerializerGenerated BeamColliderScaler - Generated.BeamColliderScalerSerializerGenerated ModifyDamageOnRotation - Generated.ModifyDamageOnRotationSerializerGenerated BasicMeleeMutator - Generated.BasicMeleeMutatorSerializerGenerated AcceleratingHealthDrain - Generated.AcceleratingHealthDrainSerializerGenerated WanderingSpiritMutator - Generated.WanderingSpiritMutatorSerializerGenerated RepeatedlyShakeScreen - Generated.RepeatedlyShakeScreenSerializerGenerated EarthquakeAftershockMutator - Generated.EarthquakeAftershockMutatorSerializerGenerated EarthquakeMutator - Generated.EarthquakeMutatorSerializerGenerated EarthquakeSlamMutator - Generated.EarthquakeSlamMutatorSerializerGenerated EarthSpikesAoEMutator - Generated.EarthSpikesAoEMutatorSerializerGenerated PhysicsExplosion - Generated.PhysicsExplosionSerializerGenerated BuffCreatorOnCreation - Generated.BuffCreatorOnCreationSerializerGenerated AbilityEventListener - Generated.AbilityEventListenerSerializerGenerated DestroyAfterDurationScaledWithStat - Generated.DestroyAfterDurationScaledWithStatSerializerGenerated DestroyGameobjectInteraction - Generated.DestroyGameobjectInteractionSerializerGenerated ComplexGenericMutator - Generated.ComplexGenericMutatorSerializerGenerated RandomiseDirection - Generated.RandomiseDirectionSerializerGenerated SceneValueReachedListener - Generated.SceneValueReachedListenerSerializerGenerated MoveCreatorRelativeToSceneLocations - Generated.MoveCreatorRelativeToSceneLocationsSerializerGenerated FixedGlobalRotation - Generated.FixedGlobalRotationSerializerGenerated MoveToGroundOnStart - Generated.MoveToGroundOnStartSerializerGenerated CreateLimitedOnDeath - Generated.CreateLimitedOnDeathSerializerGenerated ChangeParameterOnEvent - Generated.ChangeParameterOnEventSerializerGenerated RandomNavmeshMovement - Generated.RandomNavmeshMovementSerializerGenerated CreatePortalOnDeath - Generated.CreatePortalOnDeathSerializerGenerated ToggleCollidersAfterDuration - Generated.ToggleCollidersAfterDurationSerializerGenerated ActivateCollidersOnStart - Generated.ActivateCollidersOnStartSerializerGenerated FreezeEnemyOnHit - Generated.FreezeEnemyOnHitSerializerGenerated ClearHitListAfterDuration - Generated.ClearHitListAfterDurationSerializerGenerated StoneTitanHeartBossBeamReverseMutator - Generated.StoneTitanHeartBossBeamReverseMutatorSerializerGenerated StartsAtRandomSceneLocation - Generated.StartsAtRandomSceneLocationSerializerGenerated DestroyOnReachingTargetLocation - Generated.DestroyOnReachingTargetLocationSerializerGenerated DamageCreatorOnCreation - Generated.DamageCreatorOnCreationSerializerGenerated DestroyOnNewSceneLoaded - Generated.DestroyOnNewSceneLoadedSerializerGenerated HomingOnNavmesh - Generated.HomingOnNavmeshSerializerGenerated SetSceneValueAfterDelay - Generated.SetSceneValueAfterDelaySerializerGenerated ResetCooldownForSpecificAbilitiesOnStart - Generated.ResetCooldownForSpecificAbilitiesOnStartSerializerGenerated StunEnemyOnHit - Generated.StunEnemyOnHitSerializerGenerated BallistaExplosionMutator - Generated.BallistaExplosionMutatorSerializerGenerated HarpoonEnemyOnHit - Generated.HarpoonEnemyOnHitSerializerGenerated RepeatedlyHitsTargetsInBox - Generated.RepeatedlyHitsTargetsInBoxSerializerGenerated ModifyDamageOnStart - Generated.ModifyDamageOnStartSerializerGenerated TriggerSelfDestroyerInteraction - Generated.TriggerSelfDestroyerInteractionSerializerGenerated ResurrectParentOnDeath - Generated.ResurrectParentOnDeathSerializerGenerated SplitProjectiles - Generated.SplitProjectilesSerializerGenerated DisableUIPanel - Generated.DisableUIPanelSerializerGenerated DestroyOnFailingToPierceAlly - Generated.DestroyOnFailingToPierceAllySerializerGenerated GiveParentNonAilmentUIBuff - Generated.GiveParentNonAilmentUIBuffSerializerGenerated CleanseCreatorOnStart - Generated.CleanseCreatorOnStartSerializerGenerated VoidNagasaBossDoTAreaMutator - Generated.VoidNagasaBossDoTAreaMutatorSerializerGenerated AttachToPlayer - Generated.AttachToPlayerSerializerGenerated ChangePositionOverTime - Generated.ChangePositionOverTimeSerializerGenerated ForceCasterToWaitOnDeath - Generated.ForceCasterToWaitOnDeathSerializerGenerated DisableCollidersAfterDuration - Generated.DisableCollidersAfterDurationSerializerGenerated TimerListener - Generated.TimerListenerSerializerGenerated ModifyDamageStatsHolderInteraction - Generated.ModifyDamageStatsHolderInteractionSerializerGenerated GiveCreatorResourcesOnCollisionWithCreator - Generated.GiveCreatorResourcesOnCollisionWithCreatorSerializerGenerated AvalancheMutator - Generated.AvalancheMutatorSerializerGenerated ApplyAilmentToParent - Generated.ApplyAilmentToParentSerializerGenerated DestroyIfNotAbilityOfCaster - Generated.DestroyIfNotAbilityOfCasterSerializerGenerated ReplaceCasterMaterialUntilDestroyed - Generated.ReplaceCasterMaterialUntilDestroyedSerializerGenerated CreatorTakesDamageOnSkillUse - Generated.CreatorTakesDamageOnSkillUseSerializerGenerated ParentLosesHealthPercentageOnDeath - Generated.ParentLosesHealthPercentageOnDeathSerializerGenerated SpiralMovement - Generated.SpiralMovementSerializerGenerated TrailScaler - Generated.TrailScalerSerializerGenerated RetaliateWhenParentHit - Generated.RetaliateWhenParentHitSerializerGenerated RepeatedlyGiveCreatorResources - Generated.RepeatedlyGiveCreatorResourcesSerializerGenerated MinionUsesAbilityOnStart - Generated.MinionUsesAbilityOnStartSerializerGenerated RepeatedlyGiveParentResources - Generated.RepeatedlyGiveParentResourcesSerializerGenerated ChanceToCreateAbilityObjectOnNewEnemyHit - Generated.ChanceToCreateAbilityObjectOnNewEnemyHitSerializerGenerated RepeatedlyCastAbility - Generated.RepeatedlyCastAbilitySerializerGenerated DestroyIfNotAboveGround - Generated.DestroyIfNotAboveGroundSerializerGenerated ExitStance - Generated.ExitStanceSerializerGenerated PreparedVFXPool - Generated.PreparedVFXPoolSerializerGenerated FrostboltMutator - Generated.FrostboltMutatorSerializerGenerated AvalancheSnowballMutator - Generated.AvalancheSnowballMutatorSerializerGenerated IceThornsMutator - Generated.IceThornsMutatorSerializerGenerated LightningSpearMutator - Generated.LightningSpearMutatorSerializerGenerated JudgementAoEMutator - Generated.JudgementAoEMutatorSerializerGenerated ConsecratedGroundMutator - Generated.ConsecratedGroundMutatorSerializerGenerated RotateAroundUp - Generated.RotateAroundUpSerializerGenerated LethalMirageDelayMutator - Generated.LethalMirageDelayMutatorSerializerGenerated StormLightningMutator - Generated.StormLightningMutatorSerializerGenerated LungeEndMutator - Generated.LungeEndMutatorSerializerGenerated EnableCollidersAfterDuration - Generated.EnableCollidersAfterDurationSerializerGenerated AddStatsAfterDuration - Generated.AddStatsAfterDurationSerializerGenerated SetDurationBasedOnDistanceToTarget - Generated.SetDurationBasedOnDistanceToTargetSerializerGenerated DestroySelfOnParentAbilityUse - Generated.DestroySelfOnParentAbilityUseSerializerGenerated BuffOnEnemyHit - Generated.BuffOnEnemyHitSerializerGenerated CreateResourceReturnAbilityObjectOnEnemyHit - Generated.CreateResourceReturnAbilityObjectOnEnemyHitSerializerGenerated MultistrikeDamageMutator - Generated.MultistrikeDamageMutatorSerializerGenerated NecroticMortarAoEMutator - Generated.NecroticMortarAoEMutatorSerializerGenerated CastAtCorpseOnKill - Generated.CastAtCorpseOnKillSerializerGenerated FireballMutator - Generated.FireballMutatorSerializerGenerated LightningBlastMutator - Generated.LightningBlastMutatorSerializerGenerated WanderAI - Generated.WanderAISerializerGenerated DestroySelfOnParentMovement - Generated.DestroySelfOnParentMovementSerializerGenerated RotateAroundSummoner - Generated.RotateAroundSummonerSerializerGenerated PushEnemiesOnHit - Generated.PushEnemiesOnHitSerializerGenerated ResurrectNearbyAlliesOnDeath - Generated.ResurrectNearbyAlliesOnDeathSerializerGenerated CollisionAndNavMeshToggler - Generated.CollisionAndNavMeshTogglerSerializerGenerated CreateAbilityObjectOnStart - Generated.CreateAbilityObjectOnStartSerializerGenerated Essence - Generated.EssenceSerializerGenerated DestroyAfterDurationWithoutAHit - Generated.DestroyAfterDurationWithoutAHitSerializerGenerated ShrapnelMutator - Generated.ShrapnelMutatorSerializerGenerated EraseParentCorpse - Generated.EraseParentCorpseSerializerGenerated InfernalAuraNovaMutator - Generated.InfernalAuraNovaMutatorSerializerGenerated FormChanger - Generated.FormChangerSerializerGenerated TransformBackToHumanOnDeath - Generated.TransformBackToHumanOnDeathSerializerGenerated ForceCasterToStopUsingAbilityOnDeath - Generated.ForceCasterToStopUsingAbilityOnDeathSerializerGenerated RebukeEndMutator - Generated.RebukeEndMutatorSerializerGenerated CoagulatedBloodMutator - Generated.CoagulatedBloodMutatorSerializerGenerated GenericAssembledAbominationSkillMutator - Generated.GenericAssembledAbominationSkillMutatorSerializerGenerated AcidFlaskExplosionMutator - Generated.AcidFlaskExplosionMutatorSerializerGenerated FlurryIndividualAttackMutator - Generated.FlurryIndividualAttackMutatorSerializerGenerated IncreaseDamageOnHit - Generated.IncreaseDamageOnHitSerializerGenerated ModifyAnimationAfterDuration - Generated.ModifyAnimationAfterDurationSerializerGenerated CinderStrikeExplosionMutator - Generated.CinderStrikeExplosionMutatorSerializerGenerated DancingStrikesSubMutator - Generated.DancingStrikesSubMutatorSerializerGenerated DancingStrikes4EndMutator - Generated.DancingStrikes4EndMutatorSerializerGenerated DancingStrikes4End1Mutator - Generated.DancingStrikes4End1MutatorSerializerGenerated DancingStrikes4End2Mutator - Generated.DancingStrikes4End2MutatorSerializerGenerated DarkQuiverArrowMutator - Generated.DarkQuiverArrowMutatorSerializerGenerated DetonatingChargeMutator - Generated.DetonatingChargeMutatorSerializerGenerated DetonationChainLightningMutator - Generated.DetonationChainLightningMutatorSerializerGenerated DetonatingArrowExplosionMutator - Generated.DetonatingArrowExplosionMutatorSerializerGenerated ExplosiveFlaskMutator - Generated.ExplosiveFlaskMutatorSerializerGenerated DestroyWhenCasterUsesAbility - Generated.DestroyWhenCasterUsesAbilitySerializerGenerated SwarmbladeShiftSlashMutator - Generated.SwarmbladeShiftSlashMutatorSerializerGenerated LocustSwarmMutator - Generated.LocustSwarmMutatorSerializerGenerated SynchronizedStrikesShadowDelayerMutator - Generated.SynchronizedStrikesShadowDelayerMutatorSerializerGenerated SynchronizedStrikesEndMutator - Generated.SynchronizedStrikesEndMutatorSerializerGenerated RicochetMovement - Generated.RicochetMovementSerializerGenerated CreateAbilityObjectOnRicochet - Generated.CreateAbilityObjectOnRicochetSerializerGenerated DisableActorsOfTypeInteraction - Generated.DisableActorsOfTypeInteractionSerializerGenerated RandomiseRotationOnStart - Generated.RandomiseRotationOnStartSerializerGenerated MoveToNearestMinion - Generated.MoveToNearestMinionSerializerGenerated DelayedLightningExplosionMutator - Generated.DelayedLightningExplosionMutatorSerializerGenerated UltimateDecalAbilityComponent - Generated.UltimateDecalAbilityComponentSerializerGenerated ExchangeParentAndCreatorLocationOnDeath - Generated.ExchangeParentAndCreatorLocationOnDeathSerializerGenerated ShatterStrikeHitMutator - Generated.ShatterStrikeHitMutatorSerializerGenerated IcicleMutator - Generated.IcicleMutatorSerializerGenerated ChangeColliderSizeOverTime - Generated.ChangeColliderSizeOverTimeSerializerGenerated CullFrozenTargetsOnHit - Generated.CullFrozenTargetsOnHitSerializerGenerated ResetComboOnDeath - Generated.ResetComboOnDeathSerializerGenerated SigilTracker - Generated.SigilTrackerSerializerGenerated DivineFlareMutator - Generated.DivineFlareMutatorSerializerGenerated SmeltersWrathEndMutator - Generated.SmeltersWrathEndMutatorSerializerGenerated HitsParent - Generated.HitsParentSerializerGenerated DestroyOnSceneChanged - Generated.DestroyOnSceneChangedSerializerGenerated SpreadAilmentsOnHit - Generated.SpreadAilmentsOnHitSerializerGenerated ConsumeAllValeSpiritsOnDeath - Generated.ConsumeAllValeSpiritsOnDeathSerializerGenerated PullEnemiesAfterCollision - Generated.PullEnemiesAfterCollisionSerializerGenerated StaticOrbExplosionMutator - Generated.StaticOrbExplosionMutatorSerializerGenerated rotate - Generated.rotateSerializerGenerated CreateRandomAbilityObjectOnDeath - Generated.CreateRandomAbilityObjectOnDeathSerializerGenerated AbilityList - Generated.AbilityListSerializerGenerated VolatileZombieAdapter - Generated.VolatileZombieAdapterSerializerGenerated EarthSpikesMutator - Generated.EarthSpikesMutatorSerializerGenerated LightningBoltMutator - Generated.LightningBoltMutatorSerializerGenerated NorthernWindsMutator - Generated.NorthernWindsMutatorSerializerGenerated FearNearbyEnemies - Generated.FearNearbyEnemiesSerializerGenerated ThornShieldNovaMutator - Generated.ThornShieldNovaMutatorSerializerGenerated TownPortalKeyProvider - Generated.TownPortalKeyProviderSerializerGenerated PortalUsage - Generated.PortalUsageSerializerGenerated DetonateBodyMutator - Generated.DetonateBodyMutatorSerializerGenerated ChanceToCastOnHit - Generated.ChanceToCastOnHitSerializerGenerated StartsAtSceneLocation - Generated.StartsAtSceneLocationSerializerGenerated ReturnCasterToOlderPosition - Generated.ReturnCasterToOlderPositionSerializerGenerated WarpathHitMutator - Generated.WarpathHitMutatorSerializerGenerated WerebearMaulEndMutator - Generated.WerebearMaulEndMutatorSerializerGenerated TransformSkillBuffParent - Generated.TransformSkillBuffParentSerializerGenerated ApplyStatusOnEnemyHit - Generated.ApplyStatusOnEnemyHitSerializerGenerated BuffCreatorOnHit - Generated.BuffCreatorOnHitSerializerGenerated AbilityMutatorManager - Generated.AbilityMutatorManagerSerializerGenerated 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. XInput1_3.dll not found. Trying XInput9_1_0.dll instead... Input initialized. Initialized touch support. UnloadTime: 50.786500 ms Locale changed to English (en) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) InventoryCloseAction:Invoke() Localization:OnTableChanged(StringTable) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) UnityEngine.Localization.LocalizedTable`2:InvokeChangeHandler(TTable) UnityEngine.Localization.LocalizedTable`2:AutomaticLoadingCompleted(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.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.Localization.LoadTableOperation`2:TableLoaded(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:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Locale changed to English (en) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) InventoryCloseAction:Invoke() Localization:OnTableChanged(StringTable) d__61:MoveNext() InventoryCloseAction: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.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.Localization.LoadTableOperation`2:TableLoaded(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:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 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) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 7 Unused Serialized files (Serialized files now loaded: 11) game version: 1.0.2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at EpochInputManager.SetActiveVirtualMouse (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMenu.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ControllerMenu.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) 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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at DropdownGroundItemTooltipSetting.SelectDropdownOption () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TMP_Dropdown.SetValue (System.Int32 value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at DropdownGroundItemTooltipSetting.CheckSetting () [0x00000] in <00000000000000000000000000000000>:0 at SettingsUIManager.EnableGameplayTab () [0x00000] in <00000000000000000000000000000000>:0 at TabUIController.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 SettingsUIManager:EnableGameplayTab() TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at DropdownScreenshakeIntensitySetting.SelectDropdownOption () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TMP_Dropdown.SetValue (System.Int32 value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at DropdownScreenshakeIntensitySetting.CheckSetting () [0x00000] in <00000000000000000000000000000000>:0 at SettingsUIManager.EnableGameplayTab () [0x00000] in <00000000000000000000000000000000>:0 at TabUIController.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 SettingsUIManager:EnableGameplayTab() TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) 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) UnloadTime: 18.492000 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 22118 unused Assets to reduce memory usage. Loaded Objects now: 790031. Total: 725.086000 ms (FindLiveObjects: 24.593700 ms CreateObjectMapping: 25.460000 ms MarkObjects: 669.876100 ms DeleteObjects: 5.155800 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 5.487900 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 790036. Total: 704.427000 ms (FindLiveObjects: 22.225800 ms CreateObjectMapping: 25.004400 ms MarkObjects: 656.057500 ms DeleteObjects: 1.138800 ms) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() Crosstales.BWF.BWFManager:get_isReady() Crosstales.BWF.BWFManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 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) 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__13:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__39:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() [ line 648] (Filename: Line: 648) Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 20) Unloading 96671 unused Assets to reduce memory usage. Loaded Objects now: 879744. Total: 834.515500 ms (FindLiveObjects: 31.289000 ms CreateObjectMapping: 28.502000 ms MarkObjects: 754.742100 ms DeleteObjects: 19.982100 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 21.033400 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'EoT' 10,27 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 827 unused Assets to reduce memory usage. Loaded Objects now: 904188. Total: 816.013200 ms (FindLiveObjects: 30.020900 ms CreateObjectMapping: 26.552000 ms MarkObjects: 756.268600 ms DeleteObjects: 3.171200 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 4 unused Assets to reduce memory usage. Loaded Objects now: 923847. Total: 831.100500 ms (FindLiveObjects: 28.174200 ms CreateObjectMapping: 26.409500 ms MarkObjects: 775.458100 ms DeleteObjects: 1.058400 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 21) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? UnloadTime: 13.106800 ms LoadingScreen.OnSceneLoaded(B40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B40' 8,31 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 3518 unused Assets to reduce memory usage. Loaded Objects now: 931435. Total: 855.743500 ms (FindLiveObjects: 29.014500 ms CreateObjectMapping: 26.521400 ms MarkObjects: 797.240900 ms DeleteObjects: 2.966300 ms) LoadingScreen.OnDisable(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimeTravelManager+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B40TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 24) Unloading 849 unused Assets to reduce memory usage. Loaded Objects now: 977932. Total: 866.922700 ms (FindLiveObjects: 32.332400 ms CreateObjectMapping: 28.263000 ms MarkObjects: 804.168300 ms DeleteObjects: 2.158700 ms) Unloading 22 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 26.551800 ms LoadingScreen.OnSceneLoaded(B40TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B40TR, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B40TR' 3,73 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 7795 unused Assets to reduce memory usage. Loaded Objects now: 953396. Total: 858.521100 ms (FindLiveObjects: 30.407700 ms CreateObjectMapping: 31.538100 ms MarkObjects: 792.835600 ms DeleteObjects: 3.739200 ms) LoadingScreen.OnDisable(B40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Music/Z10/music_Z10_The_Traveler' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.StudioEventEmitter.Lookup () [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.StudioEventEmitter.Play () [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.MusicPlayer.ChangeMusic (System.String _event) [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.MusicChanger.Start () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at MapPanel.quickTravel () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 371 unused Assets to reduce memory usage. Loaded Objects now: 1021520. Total: 970.909700 ms (FindLiveObjects: 38.427300 ms CreateObjectMapping: 63.257300 ms MarkObjects: 867.895500 ms DeleteObjects: 1.329000 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 19.481000 ms LoadingScreen.OnSceneLoaded(B40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B40' 2,34 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 2736 unused Assets to reduce memory usage. Loaded Objects now: 1021111. Total: 917.190900 ms (FindLiveObjects: 30.337100 ms CreateObjectMapping: 32.392900 ms MarkObjects: 852.128600 ms DeleteObjects: 2.332000 ms) LoadingScreen.OnDisable(B40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1723 unused Assets to reduce memory usage. Loaded Objects now: 1047562. Total: 973.815600 ms (FindLiveObjects: 46.063800 ms CreateObjectMapping: 28.984900 ms MarkObjects: 896.732100 ms DeleteObjects: 2.034500 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 29.422600 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(B50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B50, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B50' 5,06 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 727 unused Assets to reduce memory usage. Loaded Objects now: 1064751. Total: 966.699100 ms (FindLiveObjects: 46.590500 ms CreateObjectMapping: 34.154900 ms MarkObjects: 884.139700 ms DeleteObjects: 1.813600 ms) LoadingScreen.OnDisable(B50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) v_GiantWeatheredStatue in B50 has a null entry in its InstantiateOnActorDeath component UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) InstantiateOnActorDeath:createObjects() DeathAction:Invoke(ActorVisuals) ActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 4318 unused Assets to reduce memory usage. Loaded Objects now: 1059096. Total: 1029.069200 ms (FindLiveObjects: 47.251500 ms CreateObjectMapping: 33.554900 ms MarkObjects: 945.120300 ms DeleteObjects: 3.142100 ms) Unloading 22 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 34.946100 ms LoadingScreen.OnSceneLoaded(B60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B60, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B60' 3,27 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 8156 unused Assets to reduce memory usage. Loaded Objects now: 1027153. Total: 955.134700 ms (FindLiveObjects: 36.374900 ms CreateObjectMapping: 30.788100 ms MarkObjects: 884.351800 ms DeleteObjects: 3.619500 ms) LoadingScreen.OnDisable(B60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) DOTWEEN â–º Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup 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:ToArray(DOGetter`1, DOSetter`1, Vector3[], Single[]) DG.Tweening.DOTween:Punch(DOGetter`1, DOSetter`1, Vector3, Single, Int32, Single) DG.Tweening.ShortcutExtensions:DOPunchScale(Transform, Vector3, Single, Int32, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsPanelManager:openSkillTree(Ability) LevelUpSkillsButtonButton:Clicked() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) FlyingVoidWormEggThing(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 2909 unused Assets to reduce memory usage. Loaded Objects now: 1043468. Total: 1008.662300 ms (FindLiveObjects: 46.348600 ms CreateObjectMapping: 32.387700 ms MarkObjects: 926.733800 ms DeleteObjects: 3.191900 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 24.041700 ms LoadingScreen.OnSceneLoaded(B80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B80, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B80' 2,94 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 3847 unused Assets to reduce memory usage. Loaded Objects now: 1128266. Total: 984.964600 ms (FindLiveObjects: 40.486400 ms CreateObjectMapping: 29.943700 ms MarkObjects: 912.025300 ms DeleteObjects: 2.508700 ms) LoadingScreen.OnDisable(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Teeming Husk(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(A30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(A30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 3202 unused Assets to reduce memory usage. Loaded Objects now: 1099618. Total: 1005.360500 ms (FindLiveObjects: 47.805700 ms CreateObjectMapping: 29.492700 ms MarkObjects: 924.557700 ms DeleteObjects: 3.504100 ms) Unloading 16 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 48.531800 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(A30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(A30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(A30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'A30' 4,48 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1027 unused Assets to reduce memory usage. Loaded Objects now: 1047867. Total: 946.472300 ms (FindLiveObjects: 37.400200 ms CreateObjectMapping: 29.757100 ms MarkObjects: 876.816200 ms DeleteObjects: 2.497700 ms) LoadingScreen.OnDisable(A30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 45 unused Assets to reduce memory usage. Loaded Objects now: 1057229. Total: 946.036900 ms (FindLiveObjects: 37.280500 ms CreateObjectMapping: 33.997900 ms MarkObjects: 873.743100 ms DeleteObjects: 1.014500 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 20.258300 ms LoadingScreen.OnSceneLoaded(B80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B80, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B80' 3,05 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 9025 unused Assets to reduce memory usage. Loaded Objects now: 1077050. Total: 946.595700 ms (FindLiveObjects: 35.516700 ms CreateObjectMapping: 29.626800 ms MarkObjects: 876.825500 ms DeleteObjects: 4.625800 ms) LoadingScreen.OnDisable(B80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B90, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B90) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 737 unused Assets to reduce memory usage. Loaded Objects now: 1138707. Total: 999.974000 ms (FindLiveObjects: 43.644300 ms CreateObjectMapping: 29.736400 ms MarkObjects: 925.189800 ms DeleteObjects: 1.392800 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 48.012700 ms LoadingScreen.OnSceneLoaded(B90, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B90) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B90, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B90' 2,52 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 7019 unused Assets to reduce memory usage. Loaded Objects now: 1054332. Total: 952.274800 ms (FindLiveObjects: 37.521500 ms CreateObjectMapping: 29.504700 ms MarkObjects: 882.327500 ms DeleteObjects: 2.920400 ms) LoadingScreen.OnDisable(B90) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Actions.Sound.PlayOneShotSoundAction.Enter (PlayerActorSync playerActorSync, LE.SceneState.Core.InstantiatedContext instantiatedContext) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context, LE.SceneState.Core.InstantiatedContext instantiatedContext) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.ProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync triggeringPlayer) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimeTravelManager+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B100, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 22) Unloading 1863 unused Assets to reduce memory usage. Loaded Objects now: 1045740. Total: 964.370400 ms (FindLiveObjects: 41.748400 ms CreateObjectMapping: 28.721100 ms MarkObjects: 891.565300 ms DeleteObjects: 2.335100 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 21.664600 ms LoadingScreen.OnSceneLoaded(B100, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B100, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B100' 2,02 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 429 unused Assets to reduce memory usage. Loaded Objects now: 996589. Total: 944.500000 ms (FindLiveObjects: 34.675000 ms CreateObjectMapping: 28.732600 ms MarkObjects: 879.279200 ms DeleteObjects: 1.812800 ms) LoadingScreen.OnDisable(B100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) OmensEye(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.SceneLoad.LoadNewScene+d__6.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.SceneLoad.LoadNewScene.Enter (PlayerActorSync playerActorSync, LE.SceneState.Core.InstantiatedContext instantiatedContext) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context, LE.SceneState.Core.InstantiatedContext instantiatedContext) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.TownSceneStateGraph.ProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync triggeringPlayer) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListener.triggerDialogueListeners (System.String dialogueIdentifier, UnityEngine.GameObject player) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at CharacterSelectionVideoManager+d__32.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 at LocationDetector+ReachedTargetLocationAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) LE.SceneState.Actions.SceneLoad.d__6:MoveNext() LE.SceneState.Actions.SceneLoad.LoadNewScene: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.TownSceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) InventoryCloseAction:Invoke() d__32:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) LE.SceneState.Actions.SceneLoad.d__6:MoveNext() LE.SceneState.Actions.SceneLoad.LoadNewScene: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.TownSceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) InventoryCloseAction:Invoke() d__32:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) LE.SceneState.Actions.SceneLoad.d__6:MoveNext() LE.SceneState.Actions.SceneLoad.LoadNewScene: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.TownSceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) InventoryCloseAction:Invoke() d__32:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) LE.SceneState.Actions.SceneLoad.d__6:MoveNext() LE.SceneState.Actions.SceneLoad.LoadNewScene: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.TownSceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) InventoryCloseAction:Invoke() d__32:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) LE.SceneState.Actions.SceneLoad.d__6:MoveNext() LE.SceneState.Actions.SceneLoad.LoadNewScene: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.TownSceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) InventoryCloseAction:Invoke() d__32:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 303 unused Assets to reduce memory usage. Loaded Objects now: 993445. Total: 942.447100 ms (FindLiveObjects: 39.820700 ms CreateObjectMapping: 28.418800 ms MarkObjects: 871.330400 ms DeleteObjects: 2.876900 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 6.521400 ms LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'EoT' 8,01 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 393 unused Assets to reduce memory usage. Loaded Objects now: 1023378. Total: 950.652700 ms (FindLiveObjects: 36.847700 ms CreateObjectMapping: 28.112700 ms MarkObjects: 884.319500 ms DeleteObjects: 1.372400 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimeTravelManager+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 22) Unloading 766 unused Assets to reduce memory usage. Loaded Objects now: 1026100. Total: 984.738700 ms (FindLiveObjects: 43.231300 ms CreateObjectMapping: 28.411800 ms MarkObjects: 911.289400 ms DeleteObjects: 1.805000 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 14.760600 ms LoadingScreen.OnSceneLoaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C10' 3,87 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 980 unused Assets to reduce memory usage. Loaded Objects now: 1031800. Total: 947.506000 ms (FindLiveObjects: 35.912800 ms CreateObjectMapping: 28.632000 ms MarkObjects: 880.457400 ms DeleteObjects: 2.503500 ms) LoadingScreen.OnDisable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 71 unused Assets to reduce memory usage. Loaded Objects now: 1035958. Total: 959.645200 ms (FindLiveObjects: 37.372100 ms CreateObjectMapping: 28.568400 ms MarkObjects: 892.579000 ms DeleteObjects: 1.124100 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 16.699900 ms Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Core.SceneStateGraph.Awake () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(C20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C20, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C20' 5,58 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Terrain Blending: No Terrain Found UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Core.SceneStateGraph.ProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync triggeringPlayer) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 4012 unused Assets to reduce memory usage. Loaded Objects now: 1064419. Total: 981.032200 ms (FindLiveObjects: 41.908500 ms CreateObjectMapping: 29.058100 ms MarkObjects: 907.028200 ms DeleteObjects: 3.036300 ms) LoadingScreen.OnDisable(C20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 119 unused Assets to reduce memory usage. Loaded Objects now: 1054468. Total: 1010.300900 ms (FindLiveObjects: 46.320700 ms CreateObjectMapping: 29.521700 ms MarkObjects: 933.243100 ms DeleteObjects: 1.213100 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 30.819100 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C30' 3,62 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1131 unused Assets to reduce memory usage. Loaded Objects now: 1103691. Total: 973.724200 ms (FindLiveObjects: 39.050000 ms CreateObjectMapping: 29.425500 ms MarkObjects: 903.034700 ms DeleteObjects: 2.213600 ms) LoadingScreen.OnDisable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 2785 unused Assets to reduce memory usage. Loaded Objects now: 1116860. Total: 987.710100 ms (FindLiveObjects: 40.980100 ms CreateObjectMapping: 29.218200 ms MarkObjects: 915.208500 ms DeleteObjects: 2.302900 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 42.276900 ms LoadingScreen.OnSceneLoaded(C1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C1S10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C1S10' 2,95 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1088 unused Assets to reduce memory usage. Loaded Objects now: 1043865. Total: 946.788000 ms (FindLiveObjects: 36.843400 ms CreateObjectMapping: 29.027600 ms MarkObjects: 878.813100 ms DeleteObjects: 2.103300 ms) LoadingScreen.OnDisable(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(B30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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: 28) Unloading 5536 unused Assets to reduce memory usage. Loaded Objects now: 1047637. Total: 961.851200 ms (FindLiveObjects: 36.969000 ms CreateObjectMapping: 28.688700 ms MarkObjects: 893.696600 ms DeleteObjects: 2.496000 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 21.463500 ms LoadingScreen.OnSceneLoaded(B30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(B30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B30' 4,61 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 587 unused Assets to reduce memory usage. Loaded Objects now: 1098788. Total: 973.603500 ms (FindLiveObjects: 39.881800 ms CreateObjectMapping: 29.353000 ms MarkObjects: 901.504600 ms DeleteObjects: 2.863600 ms) LoadingScreen.OnDisable(B30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(B4S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(B4S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 320 unused Assets to reduce memory usage. Loaded Objects now: 1113621. Total: 1002.109000 ms (FindLiveObjects: 40.101200 ms CreateObjectMapping: 29.095400 ms MarkObjects: 931.526900 ms DeleteObjects: 1.385000 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 44.582300 ms LoadingScreen.OnSceneLoaded(B4S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(B4S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(B4S10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'B4S10' 2,02 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 505 unused Assets to reduce memory usage. Loaded Objects now: 1019300. Total: 953.078900 ms (FindLiveObjects: 39.021500 ms CreateObjectMapping: 29.564200 ms MarkObjects: 882.689700 ms DeleteObjects: 1.803300 ms) LoadingScreen.OnDisable(B4S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 2546 unused Assets to reduce memory usage. Loaded Objects now: 1027568. Total: 970.888200 ms (FindLiveObjects: 40.177900 ms CreateObjectMapping: 28.263100 ms MarkObjects: 899.705800 ms DeleteObjects: 2.741000 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 15.686900 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C30' 3,03 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1091 unused Assets to reduce memory usage. Loaded Objects now: 1100300. Total: 989.591800 ms (FindLiveObjects: 39.378200 ms CreateObjectMapping: 29.352400 ms MarkObjects: 918.844800 ms DeleteObjects: 2.015700 ms) LoadingScreen.OnDisable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1265 unused Assets to reduce memory usage. Loaded Objects now: 1116445. Total: 974.437700 ms (FindLiveObjects: 40.827400 ms CreateObjectMapping: 29.679700 ms MarkObjects: 902.482800 ms DeleteObjects: 1.447600 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 42.954800 ms LoadingScreen.OnSceneLoaded(C1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C1S10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C1S10' 1,96 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1087 unused Assets to reduce memory usage. Loaded Objects now: 1042158. Total: 941.918700 ms (FindLiveObjects: 37.514200 ms CreateObjectMapping: 29.838700 ms MarkObjects: 872.427800 ms DeleteObjects: 2.137600 ms) LoadingScreen.OnDisable(C1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 3117 unused Assets to reduce memory usage. Loaded Objects now: 1033293. Total: 958.832700 ms (FindLiveObjects: 40.833500 ms CreateObjectMapping: 28.221500 ms MarkObjects: 887.516900 ms DeleteObjects: 2.260400 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 20.695800 ms LoadingScreen.OnSceneLoaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C10' 2,00 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 352 unused Assets to reduce memory usage. Loaded Objects now: 1032565. Total: 947.081900 ms (FindLiveObjects: 39.770500 ms CreateObjectMapping: 28.413000 ms MarkObjects: 877.388800 ms DeleteObjects: 1.508700 ms) LoadingScreen.OnDisable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 699 unused Assets to reduce memory usage. Loaded Objects now: 1034811. Total: 964.297800 ms (FindLiveObjects: 38.018000 ms CreateObjectMapping: 28.541600 ms MarkObjects: 895.794300 ms DeleteObjects: 1.943300 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 17.420700 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(C30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C30' 3,06 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1580 unused Assets to reduce memory usage. Loaded Objects now: 1099190. Total: 970.580900 ms (FindLiveObjects: 37.878100 ms CreateObjectMapping: 29.286900 ms MarkObjects: 899.827600 ms DeleteObjects: 3.586600 ms) LoadingScreen.OnDisable(C30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C35, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1044 unused Assets to reduce memory usage. Loaded Objects now: 1119873. Total: 1025.858300 ms (FindLiveObjects: 49.900200 ms CreateObjectMapping: 29.853600 ms MarkObjects: 944.629400 ms DeleteObjects: 1.474700 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 47.477100 ms LoadingScreen.OnSceneLoaded(C35, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C35, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C35' 3,23 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 3976 unused Assets to reduce memory usage. Loaded Objects now: 1026130. Total: 962.336400 ms (FindLiveObjects: 36.722000 ms CreateObjectMapping: 28.867000 ms MarkObjects: 894.127000 ms DeleteObjects: 2.620000 ms) LoadingScreen.OnDisable(C35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1272 unused Assets to reduce memory usage. Loaded Objects now: 1031451. Total: 982.371000 ms (FindLiveObjects: 40.448200 ms CreateObjectMapping: 28.358300 ms MarkObjects: 912.024100 ms DeleteObjects: 1.540100 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 18.301200 ms LoadingScreen.OnSceneLoaded(C40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C40' 4,19 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 364 unused Assets to reduce memory usage. Loaded Objects now: 1082175. Total: 958.126400 ms (FindLiveObjects: 36.394200 ms CreateObjectMapping: 28.550700 ms MarkObjects: 891.698600 ms DeleteObjects: 1.482600 ms) LoadingScreen.OnDisable(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimeTravelManager+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C40TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 29) Unloading 3956 unused Assets to reduce memory usage. Loaded Objects now: 1100959. Total: 984.830600 ms (FindLiveObjects: 42.970400 ms CreateObjectMapping: 29.899200 ms MarkObjects: 909.214000 ms DeleteObjects: 2.746800 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 39.936800 ms LoadingScreen.OnSceneLoaded(C40TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C40TR, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C40TR' 4,21 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 7040 unused Assets to reduce memory usage. Loaded Objects now: 1054301. Total: 945.833500 ms (FindLiveObjects: 35.010800 ms CreateObjectMapping: 28.397500 ms MarkObjects: 878.828100 ms DeleteObjects: 3.596800 ms) [Addressables] Object with name: CorruptedVoidCultist_Ranged wasn't preloaded In Zone C40TR. 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, Boolean, Int32) Spawner:generateEntities() Spawner:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(C40TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Enemy Sounds/Omen_Of_Silence/sfx_omen_of_silence_explosion_scream UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(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) [Addressables] Object with name: v_CorruptedVoidCultist_RangedV2 wasn't preloaded In Zone C40TR. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Enemy Sounds/Omen_Of_Silence/sfx_omen_of_silence_explosion_scream UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(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) [FMOD] Event not found: event:/Enemy Sounds/Omen_Of_Silence/sfx_omen_of_silence_explosion_scream UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at MapPanel.quickTravel () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) MapPanel:quickTravel() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 1825 unused Assets to reduce memory usage. Loaded Objects now: 1072537. Total: 1027.330600 ms (FindLiveObjects: 47.295000 ms CreateObjectMapping: 41.400400 ms MarkObjects: 936.188100 ms DeleteObjects: 2.446700 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 34.681300 ms LoadingScreen.OnSceneLoaded(C40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C40' 3,24 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 3017 unused Assets to reduce memory usage. Loaded Objects now: 1085075. Total: 984.107500 ms (FindLiveObjects: 37.632100 ms CreateObjectMapping: 52.527500 ms MarkObjects: 891.597600 ms DeleteObjects: 2.349900 ms) LoadingScreen.OnDisable(C40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_windup_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:RecieveOneShotSound(String, Vector3, Boolean) Ability:playBeginUseSoundOnClientOrInSingleplayer(Vector3, Boolean, Boolean, Int32, Boolean) ActorSync:SendPlayAbilityBeginUseSound(Ability, Boolean, Boolean, Int32, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:beginUsingAbilityOrBeginPreparingForAbilityUse() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive(Single) StateController:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_launch_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSound:PlayNonVoiceSound() AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_baseloop_forimperial' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.Fmod.Components.EventInstanceHandler.Play () [0x00000] in <00000000000000000000000000000000>:0 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, System.Nullable`1[T] 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 at AbilitySync.Start () [0x00000] in <00000000000000000000000000000000>:0 AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_exp_forimperial 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() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnMutableVfx(VFXRef, Vector3, Quaternion, Boolean, Boolean, Single, Single, Single, Single, Single, Single, Single, VfxPriority) CreateVfxOnDeath:createObjects() InventoryCloseAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_windup_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:RecieveOneShotSound(String, Vector3, Boolean) Ability:playBeginUseSoundOnClientOrInSingleplayer(Vector3, Boolean, Boolean, Int32, Boolean) ActorSync:SendPlayAbilityBeginUseSound(Ability, Boolean, Boolean, Int32, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:beginUsingAbilityOrBeginPreparingForAbilityUse() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive(Single) StateController:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_launch_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSound:PlayNonVoiceSound() AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_baseloop_forimperial' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.Fmod.Components.EventInstanceHandler.Play () [0x00000] in <00000000000000000000000000000000>:0 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, System.Nullable`1[T] 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 at AbilitySync.Start () [0x00000] in <00000000000000000000000000000000>:0 AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_exp_forimperial 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() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnMutableVfx(VFXRef, Vector3, Quaternion, Boolean, Boolean, Single, Single, Single, Single, Single, Single, Single, VfxPriority) CreateVfxOnDeath:createObjects() InventoryCloseAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_windup_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:RecieveOneShotSound(String, Vector3, Boolean) Ability:playBeginUseSoundOnClientOrInSingleplayer(Vector3, Boolean, Boolean, Int32, Boolean) ActorSync:SendPlayAbilityBeginUseSound(Ability, Boolean, Boolean, Int32, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:beginUsingAbilityOrBeginPreparingForAbilityUse() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive(Single) StateController:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_launch_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSound:PlayNonVoiceSound() AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_baseloop_forimperial' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.Fmod.Components.EventInstanceHandler.Play () [0x00000] in <00000000000000000000000000000000>:0 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, System.Nullable`1[T] 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 at AbilitySync.Start () [0x00000] in <00000000000000000000000000000000>:0 AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1406 unused Assets to reduce memory usage. Loaded Objects now: 1106959. Total: 1025.760600 ms (FindLiveObjects: 48.166700 ms CreateObjectMapping: 29.831500 ms MarkObjects: 946.190600 ms DeleteObjects: 1.571400 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 55.360800 ms LoadingScreen.OnSceneLoaded(C50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.OnFirstPlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.ServerStateOwner.HandlePlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPosition (Actor actor, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 respawnPoint, System.Boolean immobilisePlayer, System.Single immobiliseDuration, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPlayerSpawn (Actor actor, PlayerSpawn playerSpawn, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.HandleDefaultTransition (Actor actor, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.onSceneLoad (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at SceneService+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PooledDelegate`1[T].Run (T _) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnLocalPlayerInitialized(C50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C50, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C50' 3,35 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.ProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync triggeringPlayer) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 967 unused Assets to reduce memory usage. Loaded Objects now: 1046034. Total: 960.020700 ms (FindLiveObjects: 39.186500 ms CreateObjectMapping: 28.970500 ms MarkObjects: 889.308100 ms DeleteObjects: 2.554500 ms) LoadingScreen.OnDisable(C50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1809 unused Assets to reduce memory usage. Loaded Objects now: 1033431. Total: 1011.274700 ms (FindLiveObjects: 45.400100 ms CreateObjectMapping: 28.591600 ms MarkObjects: 935.551800 ms DeleteObjects: 1.730000 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 18.048200 ms LoadingScreen.OnSceneLoaded(C60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C60, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C60' 3,26 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 412 unused Assets to reduce memory usage. Loaded Objects now: 1057464. Total: 961.926500 ms (FindLiveObjects: 37.663100 ms CreateObjectMapping: 28.904600 ms MarkObjects: 893.571800 ms DeleteObjects: 1.786600 ms) LoadingScreen.OnDisable(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 3100 unused Assets to reduce memory usage. Loaded Objects now: 1051952. Total: 959.065500 ms (FindLiveObjects: 37.105900 ms CreateObjectMapping: 28.862900 ms MarkObjects: 890.904600 ms DeleteObjects: 2.191100 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 24.329500 ms LoadingScreen.OnSceneLoaded(C10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C10' 2,00 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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: 1035301. Total: 949.493000 ms (FindLiveObjects: 36.131900 ms CreateObjectMapping: 28.603800 ms MarkObjects: 883.075000 ms DeleteObjects: 1.682000 ms) LoadingScreen.OnDisable(C10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 949 unused Assets to reduce memory usage. Loaded Objects now: 1036488. Total: 963.340500 ms (FindLiveObjects: 40.368700 ms CreateObjectMapping: 28.271100 ms MarkObjects: 893.149200 ms DeleteObjects: 1.549900 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 17.045100 ms LoadingScreen.OnSceneLoaded(C60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C60, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C60' 3,01 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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: 1052119. Total: 970.029500 ms (FindLiveObjects: 41.959100 ms CreateObjectMapping: 28.711200 ms MarkObjects: 896.519800 ms DeleteObjects: 2.838700 ms) LoadingScreen.OnDisable(C60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Wandering.potentiallyDeaggro () [0x00000] in <00000000000000000000000000000000>:0 at State.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at DG.Tweening.TweenCallback`1[T].Invoke (T value) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C65, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C65) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 980 unused Assets to reduce memory usage. Loaded Objects now: 1055343. Total: 1009.535000 ms (FindLiveObjects: 43.968400 ms CreateObjectMapping: 29.875500 ms MarkObjects: 934.110700 ms DeleteObjects: 1.580000 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 27.354500 ms LoadingScreen.OnSceneLoaded(C65, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.OnFirstPlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.ServerStateOwner.HandlePlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPosition (Actor actor, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 respawnPoint, System.Boolean immobilisePlayer, System.Single immobiliseDuration, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPlayerSpawn (Actor actor, PlayerSpawn playerSpawn, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.HandleDefaultTransition (Actor actor, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.onSceneLoad (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at SceneService+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PooledDelegate`1[T].Run (T _) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnLocalPlayerInitialized(C65) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C65, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C65' 2,01 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.ProcessTrigger (LE.SceneState.Core.Trigger trigger, PlayerActorSync triggeringPlayer) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 530 unused Assets to reduce memory usage. Loaded Objects now: 1014992. Total: 952.071000 ms (FindLiveObjects: 35.374500 ms CreateObjectMapping: 30.447600 ms MarkObjects: 884.430800 ms DeleteObjects: 1.817800 ms) LoadingScreen.OnDisable(C65) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C70, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C70) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1777 unused Assets to reduce memory usage. Loaded Objects now: 1013398. Total: 955.029700 ms (FindLiveObjects: 39.697000 ms CreateObjectMapping: 34.130600 ms MarkObjects: 879.010100 ms DeleteObjects: 2.191700 ms) Unloading 23 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 13.713300 ms LoadingScreen.OnSceneLoaded(C70, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C70) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C70, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C70' 2,36 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 391 unused Assets to reduce memory usage. Loaded Objects now: 1134684. Total: 976.518100 ms (FindLiveObjects: 40.690200 ms CreateObjectMapping: 29.465100 ms MarkObjects: 904.221800 ms DeleteObjects: 2.140700 ms) LoadingScreen.OnDisable(C70) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_windup_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) SFXManager:RecieveOneShotSound(String, Vector3, Boolean) Ability:playBeginUseSoundOnClientOrInSingleplayer(Vector3, Boolean, Boolean, Int32, Boolean) ActorSync:SendPlayAbilityBeginUseSound(Ability, Boolean, Boolean, Int32, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:beginUsingAbilityOrBeginPreparingForAbilityUse() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive(Single) StateController:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_launch_forimperial UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) PlayOneShotSound:PlayNonVoiceSound() AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Abilities/Mage/John's/Glyph_Of_Dominion/sfx_combat_mage_glyphdominion_baseloop_forimperial' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at LE.Audio.Fmod.Components.EventInstanceHandler.Play () [0x00000] in <00000000000000000000000000000000>:0 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, System.Nullable`1[T] 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 at AbilitySync.Start () [0x00000] in <00000000000000000000000000000000>:0 AbilitySync:ReceiveCreateVisuals(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:InitAbilitySync() AbilitySync:Start() (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(C80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(C80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 555 unused Assets to reduce memory usage. Loaded Objects now: 1139686. Total: 1013.143400 ms (FindLiveObjects: 48.602300 ms CreateObjectMapping: 29.588200 ms MarkObjects: 933.357600 ms DeleteObjects: 1.594800 ms) Unloading 32 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 43.719500 ms LoadingScreen.OnSceneLoaded(C80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(C80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(C80, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'C80' 2,52 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 4059 unused Assets to reduce memory usage. Loaded Objects now: 1074727. Total: 968.380800 ms (FindLiveObjects: 35.943100 ms CreateObjectMapping: 34.340500 ms MarkObjects: 896.009500 ms DeleteObjects: 2.087400 ms) LoadingScreen.OnDisable(C80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D05, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 776 unused Assets to reduce memory usage. Loaded Objects now: 1076777. Total: 1045.502200 ms (FindLiveObjects: 48.630400 ms CreateObjectMapping: 30.034200 ms MarkObjects: 964.975700 ms DeleteObjects: 1.861400 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 30.374400 ms LoadingScreen.OnSceneLoaded(D05, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D05, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D05' 3,28 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 420 unused Assets to reduce memory usage. Loaded Objects now: 1017708. Total: 1052.081100 ms (FindLiveObjects: 36.891700 ms CreateObjectMapping: 103.763200 ms MarkObjects: 909.776400 ms DeleteObjects: 1.648200 ms) LoadingScreen.OnDisable(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 2122 unused Assets to reduce memory usage. Loaded Objects now: 1028366. Total: 1006.655000 ms (FindLiveObjects: 40.799000 ms CreateObjectMapping: 33.491100 ms MarkObjects: 930.330300 ms DeleteObjects: 2.034300 ms) Unloading 34 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 16.927900 ms LoadingScreen.OnSceneLoaded(D10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D10' 3,47 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1743 unused Assets to reduce memory usage. Loaded Objects now: 1033257. Total: 1010.077200 ms (FindLiveObjects: 39.816300 ms CreateObjectMapping: 41.365600 ms MarkObjects: 926.810400 ms DeleteObjects: 2.084600 ms) LoadingScreen.OnDisable(D10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 52 unused Assets to reduce memory usage. Loaded Objects now: 1025051. Total: 1022.570500 ms (FindLiveObjects: 46.517600 ms CreateObjectMapping: 27.685600 ms MarkObjects: 947.207800 ms DeleteObjects: 1.159000 ms) Unloading 34 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 16.725000 ms LoadingScreen.OnSceneLoaded(D20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D20, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D20' 3,06 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1196 unused Assets to reduce memory usage. Loaded Objects now: 1031175. Total: 967.008800 ms (FindLiveObjects: 36.009800 ms CreateObjectMapping: 31.090500 ms MarkObjects: 897.666400 ms DeleteObjects: 2.241800 ms) LoadingScreen.OnDisable(D20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DOTWEEN â–º Max Tweens reached: capacity has automatically been increased from 500/50 to 1250/50. Use DOTween.SetTweensCapacity to set it manually at startup 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.DOTweenModuleUI:DOColor(Graphic, Color, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsPanelManager:openSkillTree(Ability) InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 1154 unused Assets to reduce memory usage. Loaded Objects now: 1089256. Total: 1070.085700 ms (FindLiveObjects: 48.903300 ms CreateObjectMapping: 35.472000 ms MarkObjects: 983.702900 ms DeleteObjects: 2.007100 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 33.397300 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) LoadingScreen.OnSceneLoaded(D30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D30' 3,94 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1182 unused Assets to reduce memory usage. Loaded Objects now: 1107456. Total: 1031.957500 ms (FindLiveObjects: 40.426500 ms CreateObjectMapping: 31.498500 ms MarkObjects: 957.586100 ms DeleteObjects: 2.446100 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) LoadingScreen.OnDisable(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to place WanderAI on navmesh! Name: Critter_Raven_Walking UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) The AnimationClip 'FireGlowAnim' used by the Animation component 'small rocks flying away' must be marked as Legacy. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 2031] (Filename: Line: 2031) Default clip could not be found in attached animations list. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 404] (Filename: Line: 404) The AnimationClip 'FireGlowAnim' used by the Animation component 'small rocks flying away' must be marked as Legacy. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 2031] (Filename: Line: 2031) Default clip could not be found in attached animations list. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 404] (Filename: Line: 404) The AnimationClip 'FireGlowAnim' used by the Animation component 'small rocks flying away' must be marked as Legacy. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 2031] (Filename: Line: 2031) Default clip could not be found in attached animations list. AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() CreateOnDeath:Start() [ line 404] (Filename: Line: 404) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D35, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 3629 unused Assets to reduce memory usage. Loaded Objects now: 1104259. Total: 1075.971100 ms (FindLiveObjects: 48.511200 ms CreateObjectMapping: 30.535600 ms MarkObjects: 993.698600 ms DeleteObjects: 3.225200 ms) Unloading 46 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 32.950400 ms LoadingScreen.OnSceneLoaded(D35, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D35, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D35' 2,84 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1267 unused Assets to reduce memory usage. Loaded Objects now: 1095702. Total: 994.771300 ms (FindLiveObjects: 39.704000 ms CreateObjectMapping: 28.137400 ms MarkObjects: 924.735300 ms DeleteObjects: 2.194300 ms) LoadingScreen.OnDisable(D35) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListener.triggerDialogueListeners (System.String dialogueIdentifier, UnityEngine.GameObject player) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 1363 unused Assets to reduce memory usage. Loaded Objects now: 1087046. Total: 1062.957700 ms (FindLiveObjects: 46.036800 ms CreateObjectMapping: 32.880500 ms MarkObjects: 981.831600 ms DeleteObjects: 2.208500 ms) Unloading 48 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 672.330100 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) LoadingScreen.OnSceneLoaded(D30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D30' 3,47 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 556 unused Assets to reduce memory usage. Loaded Objects now: 1107232. Total: 1035.122800 ms (FindLiveObjects: 39.373900 ms CreateObjectMapping: 29.650700 ms MarkObjects: 964.130700 ms DeleteObjects: 1.967100 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) LoadingScreen.OnDisable(D30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to place WanderAI on navmesh! Name: Critter_Raven_Walking UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) WanderAI:Initialize() WanderAI:OnUpdateTick(Single) DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 3658 unused Assets to reduce memory usage. Loaded Objects now: 1105404. Total: 1053.865700 ms (FindLiveObjects: 49.158800 ms CreateObjectMapping: 30.634600 ms MarkObjects: 971.568900 ms DeleteObjects: 2.503200 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 35.566500 ms LoadingScreen.OnSceneLoaded(D40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D40' 3,04 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 894 unused Assets to reduce memory usage. Loaded Objects now: 1049294. Total: 1006.739900 ms (FindLiveObjects: 37.957100 ms CreateObjectMapping: 35.812600 ms MarkObjects: 930.337300 ms DeleteObjects: 2.632400 ms) LoadingScreen.OnDisable(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 475 unused Assets to reduce memory usage. Loaded Objects now: 1046048. Total: 1041.085600 ms (FindLiveObjects: 42.917800 ms CreateObjectMapping: 73.797600 ms MarkObjects: 922.838000 ms DeleteObjects: 1.531800 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 14.389900 ms LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'EoT' 2,52 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 830 unused Assets to reduce memory usage. Loaded Objects now: 1053460. Total: 1035.759400 ms (FindLiveObjects: 38.662700 ms CreateObjectMapping: 67.373100 ms MarkObjects: 927.550900 ms DeleteObjects: 2.172200 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D05, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 37 unused Assets to reduce memory usage. Loaded Objects now: 1054991. Total: 1012.992400 ms (FindLiveObjects: 42.804900 ms CreateObjectMapping: 28.060300 ms MarkObjects: 941.087500 ms DeleteObjects: 1.039400 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 15.147800 ms LoadingScreen.OnSceneLoaded(D05, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D05, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D05' 2,79 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 1154 unused Assets to reduce memory usage. Loaded Objects now: 1041824. Total: 1005.212700 ms (FindLiveObjects: 38.408100 ms CreateObjectMapping: 28.414100 ms MarkObjects: 933.936300 ms DeleteObjects: 4.453700 ms) LoadingScreen.OnDisable(D05) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimeTravelManager+d__18.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D05TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D05TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 24) Unloading 249 unused Assets to reduce memory usage. Loaded Objects now: 1058909. Total: 1044.993200 ms (FindLiveObjects: 39.725000 ms CreateObjectMapping: 57.615500 ms MarkObjects: 946.470400 ms DeleteObjects: 1.181900 ms) Unloading 38 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 17.423000 ms LoadingScreen.OnSceneLoaded(D05TR, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D05TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D05TR, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D05TR' 2,94 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 9985 unused Assets to reduce memory usage. Loaded Objects now: 1060163. Total: 1004.743900 ms (FindLiveObjects: 37.179900 ms CreateObjectMapping: 29.853500 ms MarkObjects: 932.856700 ms DeleteObjects: 4.853300 ms) LoadingScreen.OnDisable(D05TR) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(Dun1Q10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(Dun1Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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: 30) Unloading 1163 unused Assets to reduce memory usage. Loaded Objects now: 1072538. Total: 1033.191100 ms (FindLiveObjects: 41.500900 ms CreateObjectMapping: 29.457300 ms MarkObjects: 959.964500 ms DeleteObjects: 2.267900 ms) Unloading 61 Unused Serialized files (Serialized files now loaded: 30) UnloadTime: 21.062400 ms LoadingScreen.OnSceneLoaded(Dun1Q10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Dun1Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Dungeons.ClientDungeonService:HandleTransition(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(Dun1Q10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Dungeons.ClientDungeonService:HandleTransition(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'Dun1Q10' 8,53 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 2497 unused Assets to reduce memory usage. Loaded Objects now: 1163465. Total: 1018.014600 ms (FindLiveObjects: 40.219400 ms CreateObjectMapping: 30.048800 ms MarkObjects: 945.413800 ms DeleteObjects: 2.332300 ms) LoadingScreen.OnDisable(Dun1Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UIBase+InventoryCloseAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at SendBird.SendBirdClient+ChannelHandler+OnChannelDeletedDelegate.Invoke (System.String channelUrl, SendBird.BaseChannel+ChannelType channelType) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() InventoryCloseAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() SendBird.OnChannelDeletedDelegate:Invoke(String, ChannelType) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.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 439 unused Assets to reduce memory usage. Loaded Objects now: 1225895. Total: 1107.764700 ms (FindLiveObjects: 53.129300 ms CreateObjectMapping: 31.017700 ms MarkObjects: 1020.429700 ms DeleteObjects: 3.187200 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 71.058700 ms LoadingScreen.OnSceneLoaded(D40, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D40, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D40' 2,24 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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: 1048090. Total: 982.250600 ms (FindLiveObjects: 37.891200 ms CreateObjectMapping: 28.745900 ms MarkObjects: 913.179000 ms DeleteObjects: 2.433800 ms) LoadingScreen.OnDisable(D40) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 91 unused Assets to reduce memory usage. Loaded Objects now: 1053787. Total: 1016.852600 ms (FindLiveObjects: 47.205400 ms CreateObjectMapping: 29.017300 ms MarkObjects: 939.426500 ms DeleteObjects: 1.203000 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 15.318300 ms LoadingScreen.OnSceneLoaded(D50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D50, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D50' 3,72 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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 970 unused Assets to reduce memory usage. Loaded Objects now: 1118688. Total: 1023.178100 ms (FindLiveObjects: 41.743300 ms CreateObjectMapping: 29.762300 ms MarkObjects: 948.957900 ms DeleteObjects: 2.713500 ms) LoadingScreen.OnDisable(D50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 2 unused Assets to reduce memory usage. Loaded Objects now: 1154580. Total: 1081.593000 ms (FindLiveObjects: 50.448800 ms CreateObjectMapping: 29.590100 ms MarkObjects: 1000.328700 ms DeleteObjects: 1.225100 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 52.091300 ms LoadingScreen.OnSceneLoaded(D60, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D60, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D60' 3,93 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) creation references not assigned UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Audio.Fmod.Components.EventInstanceHandler:ModifyInstanceBeforePlaying(EventInstance) LE.Audio.Fmod.Components.EventInstanceHandler:Play() LE.Audio.Fmod.Components.PlaySoundInsideCollider:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7342 unused Assets to reduce memory usage. Loaded Objects now: 1130933. Total: 1042.399500 ms (FindLiveObjects: 46.538500 ms CreateObjectMapping: 33.531300 ms MarkObjects: 957.237300 ms DeleteObjects: 5.092100 ms) LoadingScreen.OnDisable(D60) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) [FMOD] Event not found: 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) creation references not assigned UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Audio.Fmod.Components.EventInstanceHandler:ModifyInstanceBeforePlaying(EventInstance) LE.Audio.Fmod.Components.EventInstanceHandler:Play() LE.Audio.Fmod.Components.PlaySoundInsideCollider:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Zerrick Spawner D60 (UnityEngine.GameObject) triggered: Zerrick Engaged 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() UsingMultipleAbilitiesAI:initialise() DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Zerrick Spawner D60 (UnityEngine.GameObject) triggered: Zerrick Engaged 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() UsingMultipleAbilitiesAI:initialise() DG.Tweening.TweenCallback`1:Invoke(T) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(D80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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) LoadingScreen.OnEnable(D80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3: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 9029 unused Assets to reduce memory usage. Loaded Objects now: 1117113. Total: 1098.994100 ms (FindLiveObjects: 52.501100 ms CreateObjectMapping: 60.901200 ms MarkObjects: 979.976800 ms DeleteObjects: 5.614700 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 41.502900 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(D80, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.OnLocalPlayerInitialized(D80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) LoadingScreen.DisableAsync(D80, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() InventoryCloseAction: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) Time to Single load 'D80' 2,22 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() InventoryCloseAction: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) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at TurnOnAfterSeconds.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 566 unused Assets to reduce memory usage. Loaded Objects now: 1058601. Total: 1033.803300 ms (FindLiveObjects: 36.702500 ms CreateObjectMapping: 60.808200 ms MarkObjects: 934.180600 ms DeleteObjects: 2.110600 ms) LoadingScreen.OnDisable(D80) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:placePlayer(Actor, String, Int32) UsePlayerSpawnInteraction: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) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() InventoryCloseAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() ReachedTargetLocationAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Setting up 14 worker threads for Enlighten. Thread -> id: 3640 -> priority: 1 Thread -> id: 63f0 -> priority: 1 Thread -> id: 3b48 -> priority: 1 Thread -> id: 1cec -> priority: 1 Thread -> id: 1288 -> priority: 1 Thread -> id: 6398 -> priority: 1 Thread -> id: 7c0 -> priority: 1 Thread -> id: 628c -> priority: 1 Thread -> id: 51d0 -> priority: 1 Thread -> id: 22d8 -> priority: 1 Thread -> id: 4c44 -> priority: 1 Thread -> id: 50a4 -> priority: 1 Thread -> id: 6320 -> priority: 1 Thread -> id: 2ccc -> priority: 1 No Alignment UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No Alignment 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) UserIdentity not yet initialized, returning null. at PlayerActorSync#UserIdentity:45 UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) PlayerActorSync:get_UserIdentity() LE.UI.Party.UnityUI.PartyOverviewPanel:OnPlayerGameplayActorLeft(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerActorSync:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) playerActorSync doesnt have an UserIdentity UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.UI.Party.UnityUI.PartyOverviewPanel:OnPlayerGameplayActorLeft(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerActorSync:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)