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- Preloaded 'cimgui.so'
- Preloaded 'libProcessStart.so'
- Preloaded 'lib_burst_generated.so'
- Preloaded 'libfmodstudio.so'
- Preloaded 'libfmodstudioL.so'
- Preloaded 'libresonanceaudio.so'
- Preloaded 'libsteam_api.so'
- Preloaded 'cimgui-freetype.so'
- Display 0 'MSI G27C4 27"': 1920x1080 (primary device).
- Desktop is 1920 x 1080 @ 165 Hz
- Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec)
- [Subsystems] Discovering subsystems at path /mnt/690e36b6-0d7d-4cee-bc69-80a2994da6ef/BigSSDGames/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems
- GfxDevice: creating device client; threaded=1
- Renderer: NVIDIA GeForce RTX 2060/PCIe/SSE2
- Vendor: NVIDIA Corporation
- Version: 4.5.0 NVIDIA 470.82.00
- GLES: 0
- GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
- t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
- ng_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
- RB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_t
- ranspose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
- GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod G
- L_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced
- _coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_g
- pu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shadin
- g_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL
- _SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
- OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 25000664
- The referenced script on this Behaviour (Game Object 'fireSpray') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'fireSpray') is missing!
- (Filename: Line: 334)
- The referenced script (WFX_LightCurves) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script (WFX_LightCurves) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'Point light') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'Point light') is missing!
- (Filename: Line: 334)
- Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found
- [Instantiation] Loaded Serializers:
- PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated
- SelfDestroyer - Generated.SelfDestroyerSerializerGenerated
- DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated
- RotatesToAngle - Generated.RotatesToAngleSerializerGenerated
- DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated
- StartsAtTarget - Generated.StartsAtTargetSerializerGenerated
- RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated
- StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated
- VelocityForDuration - Generated.VelocityForDurationSerializerGenerated
- RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated
- ConstantRotation - Generated.ConstantRotationSerializerGenerated
- SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated
- SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated
- ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated
- TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated
- RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated
- ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated
- RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated
- FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated
- FT_LineRender - Generated.FT_LineRenderSerializerGenerated
- StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated
- MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated
- CreateOnDeath - Generated.CreateOnDeathSerializerGenerated
- StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated
- StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated
- UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer
- UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer
- UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer
- UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer
- LE.Caching.Serialization:GetSerializers()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Default vsync count 0
- requesting resize 1920 x 1080
- Using native desktop resolution 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Desktop is 1920 x 1080 @ 165 Hz
- The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing!
- (Filename: Line: 334)
- A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script (RuntimeDevMode) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing!
- (Filename: Line: 334)
- A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script on this Behaviour (Game Object 'GUI') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'SceneLoader') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'GeneralGameManager') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'AbilityManager') is missing!
- (Filename: Line: 334)
- UnloadTime: 2.797957 ms
- game version: 0.8.3e
- GameVersionManager:Awake()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script (NetworkedDebug) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'NetworkedDebugManager') is missing!
- (Filename: Line: 334)
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- (Filename: Line: 606)
- reactivating main camera
- CharacterPreviewManager:DeactivatePreview()
- UnityEngine.Object:Instantiate(Object, Transform, Boolean)
- UnityEngine.Object:Instantiate(T, Transform, Boolean)
- UIPanel:GetInstance(Boolean)
- UIBase:Awake()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- (Filename: Line: 606)
- IMGUI OnEnable
- ImGuiNET.Unity.DearImGui:OnEnable()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 7 Unused Serialized files (Serialized files now loaded: 8)
- UnloadTime: 4.285016 ms
- Setting breakpad minidump AppID = 899770
- Steam_SetMinidumpSteamID: Caching Steam ID: 76561198150389773 [API loaded no]
- Unloading 593 unused Assets to reduce memory usage. Loaded Objects now: 646909.
- Total: 783.572609 ms (FindLiveObjects: 25.523516 ms CreateObjectMapping: 51.331705 ms MarkObjects: 705.379700 ms DeleteObjects: 1.336977 ms)
- The referenced script (ShaderPainterObjectID) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'Rock') is missing!
- (Filename: Line: 334)
- A scripted object (probably ShaderPainterObjectID?) has a different serialization layout when loading. (Read 32 bytes but expected 68 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script on this Behaviour (Game Object 'CharacterSelectCamera') is missing!
- (Filename: Line: 334)
- ERROR: ld.so: object '/home/richie/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
- Input Mode : Mouse & Keyboard
- EpochInputManager:set_IsControllerActive(Boolean)
- <Start>d__58:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Deactivating main camera after delay
- CharacterPreviewManager:ActivatePreview()
- CharacterPreviewManager:SetPrefab(Int32, CharacterData)
- CharacterTile:SelectTile()
- CharacterSelect:FilterCharacterTiles(Int32)
- CharacterSelect:PopulateCharacterTiles()
- CharacterSelect:Start()
- (Filename: ./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.
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 'filter' is null!
- Did you add the 'DomainManager' to the current scene?
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Deactivating main camera
- <disableMainCameraAfterDelay>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Game Log in Success!
- AuthenticateLogin:OnLoginAccelByte(Result)
- AccelByte.Core.ResultCallback:Invoke(Result)
- AccelByte.Api.<LoginAsync>d__14:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- executeLoginEvent
- UserLoginInformation:ExecuteLoginEvent(String, String, String, String, String)
- AuthenticateLogin:<ProcessLoginAccelByte>b__84_0(Result`1)
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- AccelByte.Api.<RefreshDataAsync>d__33:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Login Status Error: HTTP/1.1 405 Method Not Allowed
- <CallAPILogin>d__82:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- requesting resize 1920 x 1080
- Using native desktop resolution 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Desktop is 1920 x 1080 @ 165 Hz
- requesting resize 1920 x 1080
- Using native desktop resolution 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Desktop is 1920 x 1080 @ 165 Hz
- requesting resize 1920 x 1080
- Using native desktop resolution 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Desktop is 1920 x 1080 @ 165 Hz
- Failed to create agent because it is not close enough to the NavMesh
- (Filename: Line: 648)
- full path | /home/richie/.config/unity3d/Eleventh Hour Games/Last Epoch/Saves/Epoch_Local_Global_Data_Beta
- GlobalSavingManager:deserialiseGlobalData(String, Boolean&)
- GlobalDataTracker:LoadGlobalDataFromDisk()
- 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)
- PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- PreLoading Scene: A30
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Attempting Unload Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Finished Unload Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Attempting Load Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Finished Load Scene References, Time Taken: 0.0002746582
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unload scene complete
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 6 Unused Serialized files (Serialized files now loaded: 8)
- reactivating main camera
- CharacterPreviewManager:DeactivatePreview()
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Joining the default global chat channel
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- System.Action:Invoke()
- AccelByte.Core.<RunCallbacks>d__10:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 243 unused Assets to reduce memory usage. Loaded Objects now: 699900.
- Total: 985.714127 ms (FindLiveObjects: 38.635075 ms CreateObjectMapping: 51.786238 ms MarkObjects: 894.152225 ms DeleteObjects: 1.139407 ms)
- Unload assets/previous scene complete
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Loading Scene A30
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Time to load A30 1.31 s
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing!
- (Filename: Line: 334)
- Unloading 12 Unused Serialized files (Serialized files now loaded: 8)
- UnloadTime: 11.598481 ms
- Unloading 477 unused Assets to reduce memory usage. Loaded Objects now: 763594.
- Total: 1000.743412 ms (FindLiveObjects: 35.299669 ms CreateObjectMapping: 52.459941 ms MarkObjects: 910.132344 ms DeleteObjects: 2.850656 ms)
- Uploading Crash Report
- NullReferenceException: Object reference not set to an instance of an object.
- at AuthenticateLogin.OnApplicationQuit () [0x00000] in <00000000000000000000000000000000>:0
- (Filename: currently not available on il2cpp Line: -1)
- Setting up 8 worker threads for Enlighten.
- Thread -> id: 7f761f7fe640 -> priority: 1
- Thread -> id: 7f761cdf8640 -> priority: 1
- Thread -> id: 7f7612ffe640 -> priority: 1
- Thread -> id: 7f76127fd640 -> priority: 1
- Thread -> id: 7f7611ffc640 -> priority: 1
- Thread -> id: 7f76117fb640 -> priority: 1
- Thread -> id: 7f7610ffa640 -> priority: 1
- Thread -> id: 7f75fbffe640 -> priority: 1
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