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- Initialize engine version: 2019.4.40f1 (ffc62b691db5)
- [Subsystems] Discovering subsystems at path Y:/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 GT 1030 (ID=0x1d01)
- Vendor:
- VRAM: 1981 MB
- Driver: 31.0.15.3141
- The referenced script on this Behaviour (Game Object 'MANA lightning') is missing!
- UnityEngine.Resources:Load(String)
- AbilityManager:get()
- AbilityManager:EditorReset()
- [ line 334]
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'BASE lightning') is missing!
- UnityEngine.Resources:Load(String)
- AbilityManager:get()
- AbilityManager:EditorReset()
- [ line 334]
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'LIGHTNING lightning bolts') is missing!
- UnityEngine.Resources:Load(String)
- AbilityManager:get()
- AbilityManager:EditorReset()
- [ line 334]
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'LIGHTNING lightnign bolts 2') is missing!
- UnityEngine.Resources:Load(String)
- AbilityManager:get()
- AbilityManager:EditorReset()
- [ line 334]
- (Filename: Line: 334)
- 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)
- The referenced script on this Behaviour (Game Object 'WhipHandle') is missing!
- UnityEngine.Resources:Load(String)
- VFXManager:get()
- VFXManager:OnSubsystemRegistration()
- [ line 334]
- (Filename: Line: 334)
- Uploading Crash Report
- NullReferenceException: Object reference not set to an instance of an object.
- at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider+<InitializeNetworkManagers>d__108.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.InitializeNetworkManagers () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0
- at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception)
- LE.Services.<InitializeNetworkManagers>d__108:MoveNext()
- LE.Services.ServiceProvider:InitializeNetworkManagers()
- LE.Services.ServiceProvider:ResetInstances()
- LE.Services.ServiceProvider:.cctor()
- LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset()
- (Filename: currently not available on il2cpp Line: -1)
- Uploading Crash Report
- NullReferenceException: Object reference not set to an instance of an object.
- at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider+<InitializeCosmosConfiguration>d__102.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.InitializeCosmosConfiguration () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider+<InitializeServices>d__101.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0
- at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0
- --- End of stack trace from previous location where exception was thrown ---
- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTask+ExceptionResultSource`1[T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider+<InitializeServices>d__101.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0
- at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0
- --- End of stack trace from previous location where exception was thrown ---
- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0
- at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0
- at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0
- at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception)
- Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask)
- LE.Services.ServiceProvider:ResetInstances()
- LE.Services.ServiceProvider:.cctor()
- LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset()
- (Filename: currently not available on il2cpp Line: -1)
- [Instantiation] Loaded Serializers:
- PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated
- SelfDestroyer - Generated.SelfDestroyerSerializerGenerated
- DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated
- RotatesToAngle - Generated.RotatesToAngleSerializerGenerated
- DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated
- StartsAtTarget - Generated.StartsAtTargetSerializerGenerated
- RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated
- StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated
- VelocityForDuration - Generated.VelocityForDurationSerializerGenerated
- RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated
- ConstantRotation - Generated.ConstantRotationSerializerGenerated
- SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated
- SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated
- ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated
- TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated
- RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated
- ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated
- RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated
- FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated
- FT_LineRender - Generated.FT_LineRenderSerializerGenerated
- StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated
- MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated
- CreateOnDeath - Generated.CreateOnDeathSerializerGenerated
- StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated
- StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated
- UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer
- UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer
- UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer
- UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.Caching.Serialization:GetSerializers()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- <RI> Initializing input.
- <RI> Input initialized.
- <RI> Initialized touch support.
- The referenced script (RuntimeDevMode) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing!
- (Filename: Line: 334)
- A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2373)
- The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing!
- (Filename: Line: 334)
- UnloadTime: 13.352500 ms
- game version: 0.9g2
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- GameVersionManager: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 LE.Dungeons.DungeonLobby.ReceivePanelClose () [0x00000] in <00000000000000000000000000000000>:0
- at DungeonEnterPanelUI.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)
- NullReferenceException: Object reference not set to an instance of an object.
- at LE.Dungeons.DungeonLobby.ReceivePanelClose () [0x00000] in <00000000000000000000000000000000>:0
- at DungeonEnterPanelUI.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)
- NullReferenceException: Object reference not set to an instance of an object.
- at LE.Dungeons.DungeonLobby.ReceivePanelClose () [0x00000] in <00000000000000000000000000000000>:0
- at DungeonEnterPanelUI.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)
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- Rewired.UI.ControlMapper.ControlMapper:Awake()
- [ line 606]
- (Filename: Line: 606)
- IMGUI OnEnable
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- ImGuiNET.Unity.DearImGui:OnEnable()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Command line options:
- IsDiagnosticLoggingEnabled = False
- ConnectDirectlyToGameServer = False
- GameServerIP =
- GameServerPort =
- PlayFabTitleId =
- Profile =
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.Core.CommandLine:GetCommandLineOptions(IEnumerable`1)
- System.Func`1:Invoke()
- System.Lazy`1:CreateValue()
- System.Lazy`1:LazyInitValue()
- System.Lazy`1:get_Value()
- LE.Services.ServiceProviderInitializer:UpdateClientSettingsFromCommandLineOptions()
- LE.Services.ServiceProviderInitializer:Awake()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 7 Unused Serialized files (Serialized files now loaded: 3)
- UnloadTime: 3.765100 ms
- Unloading 572 unused Assets to reduce memory usage. Loaded Objects now: 563436.
- Total: 669.043100 ms (FindLiveObjects: 23.321100 ms CreateObjectMapping: 28.775400 ms MarkObjects: 615.156000 ms DeleteObjects: 1.790100 ms)
- LoginController EnterState None -> CheckForSteam
- UnityEngine.Logger:LogFormat(LogType, String, Object[])
- UnityEngine.Debug:LogFormat(String, Object[])
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- LoginController ShowPanel AttemptingSteamLogin
- UnityEngine.Logger:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Debug:LogFormat(Object, String, Object[])
- LE.UI.Login.UnityUI.LoginPanelBase:OnEnable()
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds.
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- LoginController EnterState CheckForSteam -> LoginPlayer
- UnityEngine.Logger:LogFormat(LogType, String, Object[])
- UnityEngine.Debug:LogFormat(String, Object[])
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- LE.UI.Login.UnityUI.<VerifySteam>d__1:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.NextFramePromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- LoginController ShowPanel LoginPlayer
- UnityEngine.Logger:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Debug:LogFormat(Object, String, Object[])
- LE.UI.Login.UnityUI.LoginPanelBase:OnEnable()
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- LE.UI.Login.UnityUI.<VerifySteam>d__1:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.NextFramePromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 'filter' is null!
- Did you add the 'DomainManager' to the current scene?
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- Crosstales.BWF.Manager.DomainManager:logFilterIsNull()
- Crosstales.BWF.BWFManager:get_isReady()
- Crosstales.BWF.BWFManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- LoginController EnterState LoginPlayer -> LandingZone
- UnityEngine.Logger:LogFormat(LogType, String, Object[])
- UnityEngine.Debug:LogFormat(String, Object[])
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- LE.UI.Login.UnityUI.<LoginPlayer>d__3:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- <>c__DisplayClass5_0:<OnDeath>b__0(Actor)
- LE.Services.<AutoLoginAsync>d__26:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- <>c__DisplayClass5_0:<OnDeath>b__0(Actor)
- LE.Services.<LoginWithSteamAsync>d__27:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus)
- LE.Wrapper.PlayFab.<>c__DisplayClass0_0:<LoginWithSteam>b__1(LoginResult)
- System.Action`1:Invoke(T)
- PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1()
- DodgeAction:Invoke()
- PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer)
- PlayFab.Internal.<Post>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- LoginController ShowPanel LandingZone
- UnityEngine.Logger:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Debug:LogFormat(Object, String, Object[])
- LE.UI.Login.UnityUI.LoginPanelBase:OnEnable()
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- LE.UI.Login.UnityUI.<LoginPlayer>d__3:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- <>c__DisplayClass5_0:<OnDeath>b__0(Actor)
- LE.Services.<AutoLoginAsync>d__26:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- <>c__DisplayClass5_0:<OnDeath>b__0(Actor)
- LE.Services.<LoginWithSteamAsync>d__27:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus)
- LE.Wrapper.PlayFab.<>c__DisplayClass0_0:<LoginWithSteam>b__1(LoginResult)
- System.Action`1:Invoke(T)
- PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1()
- DodgeAction:Invoke()
- PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer)
- PlayFab.Internal.<Post>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- 2023-04-05T14:08:00.1377899+00:00 LoginController EnterState LandingZone -> CharacterSelect
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:LogFormat(LogType, String, Object[])
- UnityEngine.Debug:LogFormat(String, Object[])
- LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState)
- System.Action`2:Invoke(T1, T2)
- LE.UI.FSMController`1:InvokeStateChangeEvents(T)
- LE.UI.Login.UnityUI.<AdvancePlayerToCharacterSelect>d__16:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- LE.UI.Login.<LoadPlayerCharactersAndGetNextState>d__20:MoveNext()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- Cysharp.Threading.Tasks.Callback:Invoke()
- Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:08:09.3779942+00:00 [Addressables] Object with name: MainPlayer wasn't preloaded In Zone CharacterSelectScene.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer)
- LE.Services.<StartPlay>d__12:MoveNext()
- LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken)
- LE.Services.<StartPlayWithCharacter>d__15:MoveNext()
- LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken)
- <LoadCharacterByData>d__31:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.Services.<ReturnWhenNotNull>d__48`1:MoveNext()
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Failed to create agent because it is not close enough to the NavMesh
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer)
- LE.Services.<StartPlay>d__12:MoveNext()
- LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken)
- LE.Services.<StartPlayWithCharacter>d__15:MoveNext()
- LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken)
- <LoadCharacterByData>d__31:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.Services.<ReturnWhenNotNull>d__48`1:MoveNext()
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- [ line 648]
- (Filename: Line: 648)
- 2023-04-05T14:08:09.8607112+00:00 Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- NonInteractableItemContainerUI:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:08:10.4221080+00:00 PreLoading Scene: EoT
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.<StartPlay>d__12:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacterFromData>d__14:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacter>d__13:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <LoadGlobalData>d__8:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.Services.<ReturnWhenNotNull>d__48`1:MoveNext()
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:08:10.4231089+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.<StartPlay>d__12:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacterFromData>d__14:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacter>d__13:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <LoadGlobalData>d__8:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.Services.<ReturnWhenNotNull>d__48`1:MoveNext()
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:08:11.4770597+00:00 Finished Load Scene References, Time Taken: 1,053947
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.<StartPlay>d__12:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacterFromData>d__14:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <SetupCharacter>d__13:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- <LoadGlobalData>d__8:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.Services.<ReturnWhenNotNull>d__48`1:MoveNext()
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
- Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
- ApplyModifiersBeforeExternalStatsCalculationAction:Invoke()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 13)
- Unloading 107355 unused Assets to reduce memory usage. Loaded Objects now: 638175.
- Total: 841.824700 ms (FindLiveObjects: 34.898900 ms CreateObjectMapping: 42.523400 ms MarkObjects: 732.695800 ms DeleteObjects: 31.706300 ms)
- Unloading 26 Unused Serialized files (Serialized files now loaded: 13)
- 2023-04-05T14:08:13.4151048+00:00 Error fetching inventory for current player.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- <WarmUpCosmetics>d__25:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- LE.MicrotransactionSystem.<GetUserInventory>d__16:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- LE.MicrotransactionSystem.<ForceFetchAndCachePlayerInventory>d__19:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- LE.MicrotransactionSystem.<GetUserInventory>d__2:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T)
- LE.MicrotransactionSystem.<GetItems>d__10:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- LE.MicrotransactionSystem.<WebRequestSent>d__16:MoveNext()
- DodgeAction:Invoke()
- HoudiniEngineUnity.AssetSyncCallback:Invoke(HEU_AssetSync)
- System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
- System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
- System.Threading.Tasks.Task:FinishContinuations()
- System.Threading.Tasks.Task`1:TrySetResult(TResult)
- System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
- LE.Telemetry.<WebRequest>d__10:MoveNext()
- HoudiniEngineUnity.AssetSyncCallback:Invoke(HEU_AssetSync)
- System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
- System.Runtime.CompilerServices.MoveNextRunner:Run()
- DodgeAction:Invoke()
- HoudiniEngineUnity.AssetSyncCallback:Invoke(HEU_AssetSync)
- System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
- System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
- System.Threading.Tasks.Task:FinishContinuations()
- System.Threading.Tasks.Task`1:TrySetResult(TResult)
- System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
- LE.Telemetry.<WritePlayerEvent>d__22:MoveNext()
- HoudiniEngineUnity.AssetSyncCallback:Invoke(HEU_AssetSync)
- System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
- System.Runtime.CompilerServices.MoveNextRunner:Run()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T)
- Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T)
- LE.Services.<<Initialize>b__0_1>d:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus)
- LE.Wrapper.PlayFab.<>c__DisplayClass14_0:<WritePlayerEvent>b__1(WriteEventResponse)
- System.Action`1:Invoke(T)
- PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1()
- DodgeAction:Invoke()
- PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer)
- PlayFab.Internal.<Post>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- UnloadTime: 8.201700 ms
- Failed to create agent because it is not close enough to the NavMesh
- (Filename: Line: 648)
- 2023-04-05T14:08:14.1557486+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:08:14.1827220+00:00 Time to Single load 'EoT' 3,81 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 976 unused Assets to reduce memory usage. Loaded Objects now: 660987.
- Total: 804.089200 ms (FindLiveObjects: 33.084900 ms CreateObjectMapping: 33.922100 ms MarkObjects: 733.271200 ms DeleteObjects: 3.810600 ms)
- 2023-04-05T14:08:22.0747721+00:00 Cannot Find Camera Follow Sub Target
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- <FindSubTarget>d__45:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:13:23.2679939+00:00 PreLoading Scene: F40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:13:23.2719976+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:13:23.2719976+00:00 Finished Load Scene References, Time Taken: 0,0001831055
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 2 Unused Serialized files (Serialized files now loaded: 14)
- Unloading 148 unused Assets to reduce memory usage. Loaded Objects now: 672093.
- Total: 850.575100 ms (FindLiveObjects: 33.936600 ms CreateObjectMapping: 30.063200 ms MarkObjects: 785.638900 ms DeleteObjects: 0.936000 ms)
- Unloading 43 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 13.942300 ms
- 2023-04-05T14:13:26.1950235+00:00 Time to Single load 'F40' 2,97 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 931 unused Assets to reduce memory usage. Loaded Objects now: 673946.
- Total: 844.072000 ms (FindLiveObjects: 35.884900 ms CreateObjectMapping: 34.061900 ms MarkObjects: 771.032300 ms DeleteObjects: 3.092500 ms)
- 2023-04-05T14:14:52.8575705+00:00 PreLoading Scene: F70
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:14:52.8575705+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:14:56.4558919+00:00 Finished Load Scene References, Time Taken: 3,5979
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 2 Unused Serialized files (Serialized files now loaded: 13)
- Unloading 8896 unused Assets to reduce memory usage. Loaded Objects now: 683042.
- Total: 837.330200 ms (FindLiveObjects: 32.130900 ms CreateObjectMapping: 31.675000 ms MarkObjects: 770.341000 ms DeleteObjects: 3.182800 ms)
- Unloading 45 Unused Serialized files (Serialized files now loaded: 13)
- UnloadTime: 16.558100 ms
- 2023-04-05T14:14:58.6362253+00:00 Time to Single load 'F70' 5,85 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 2869 unused Assets to reduce memory usage. Loaded Objects now: 739057.
- Total: 873.164000 ms (FindLiveObjects: 39.034100 ms CreateObjectMapping: 34.325400 ms MarkObjects: 793.722100 ms DeleteObjects: 6.081900 ms)
- 2023-04-05T14:17:24.5314084+00:00 Exception occured while capturing prefab state for WengariShamanBuffCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:17:24.5334099+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:17:24.5344105+00:00 Exception occured while capturing prefab state for WengariShamanBuffCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:17:24.5354117+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- BoxColliders does not support negative scale or size.
- The effective box size has been forced positive and is likely to give unexpected collision geometry.
- If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "WengariRaider(Clone)/sync v_WengariRaider(Clone)/v_WengariRaider(Clone)/Wengari_Rig (1)/Axe_Thrower_Axe/AxeScalar"
- (Filename: Line: 0)
- 2023-04-05T14:22:09.8866990+00:00 Exception occured while capturing prefab state for WengariShamanBuffCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:22:09.8866990+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- BoxColliders does not support negative scale or size.
- The effective box size has been forced positive and is likely to give unexpected collision geometry.
- If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "WengariRaider(Clone)/sync v_WengariRaider(Clone)/v_WengariRaider(Clone)/Wengari_Rig (1)/Axe_Thrower_Axe/AxeScalar"
- (Filename: Line: 0)
- 2023-04-05T14:25:17.1547822+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:28:06.7374729+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:28:16.9323157+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:28:45.1127599+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:29:04.3376791+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:31:00.3744743+00:00 PreLoading Scene: F40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:31:00.3801737+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:31:00.3801737+00:00 Finished Load Scene References, Time Taken: 0,0002441406
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 15)
- Unloading 3659 unused Assets to reduce memory usage. Loaded Objects now: 806544.
- Total: 977.259000 ms (FindLiveObjects: 40.186700 ms CreateObjectMapping: 39.993600 ms MarkObjects: 894.534000 ms DeleteObjects: 2.544400 ms)
- Unloading 43 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 44.265700 ms
- 2023-04-05T14:31:03.0704054+00:00 Time to Single load 'F40' 2,76 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 617 unused Assets to reduce memory usage. Loaded Objects now: 743147.
- Total: 937.559600 ms (FindLiveObjects: 37.195800 ms CreateObjectMapping: 34.458000 ms MarkObjects: 863.415300 ms DeleteObjects: 2.490200 ms)
- 2023-04-05T14:37:45.7304990+00:00 PreLoading Scene: F80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:37:45.7304990+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:37:48.4122894+00:00 Finished Load Scene References, Time Taken: 2,680786
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 15)
- Unloading 517 unused Assets to reduce memory usage. Loaded Objects now: 744257.
- Total: 952.693600 ms (FindLiveObjects: 38.928600 ms CreateObjectMapping: 32.928200 ms MarkObjects: 879.341700 ms DeleteObjects: 1.494600 ms)
- Unloading 52 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 17.098200 ms
- 2023-04-05T14:37:50.9262137+00:00 Time to Single load 'F80' 5,27 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 2657 unused Assets to reduce memory usage. Loaded Objects now: 768960.
- Total: 978.645100 ms (FindLiveObjects: 40.234200 ms CreateObjectMapping: 46.117600 ms MarkObjects: 886.049500 ms DeleteObjects: 6.243500 ms)
- 2023-04-05T14:40:20.2293054+00:00 PreLoading Scene: F90
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:40:20.2343091+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:40:21.5511959+00:00 Finished Load Scene References, Time Taken: 1,31665
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 19)
- Unloading 3399 unused Assets to reduce memory usage. Loaded Objects now: 766966.
- Total: 980.276700 ms (FindLiveObjects: 52.452400 ms CreateObjectMapping: 41.881400 ms MarkObjects: 883.847500 ms DeleteObjects: 2.094900 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 19)
- UnloadTime: 30.855700 ms
- 2023-04-05T14:40:24.1079409+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:40:24.1529820+00:00 Time to Single load 'F90' 3,98 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 2375 unused Assets to reduce memory usage. Loaded Objects now: 788996.
- Total: 973.254000 ms (FindLiveObjects: 41.331800 ms CreateObjectMapping: 45.994000 ms MarkObjects: 880.907600 ms DeleteObjects: 5.020000 ms)
- 2023-04-05T14:43:00.2761677+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:45:26.6057684+00:00 <color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- DG.Tweening.Core.Debugger:LogWarning(Object, Tween)
- DG.Tweening.Core.TweenManager:GetTweener()
- DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3)
- DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Color, Single)
- DG.Tweening.DOTweenAnimation:CreateTween()
- DG.Tweening.DOTweenAnimation:Awake()
- SkillTree:open()
- SkillsPanelManager:openSkillTree(Ability)
- SpecialisedAbilityIcon:clicked()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:48:36.6607280+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:51:33.0699151+00:00 PreLoading Scene: F100
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:51:33.0699151+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:51:33.3148029+00:00 Finished Load Scene References, Time Taken: 0,2446289
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 18)
- Unloading 3133 unused Assets to reduce memory usage. Loaded Objects now: 791067.
- Total: 967.620800 ms (FindLiveObjects: 39.434700 ms CreateObjectMapping: 38.628000 ms MarkObjects: 885.409100 ms DeleteObjects: 4.148600 ms)
- Unloading 32 Unused Serialized files (Serialized files now loaded: 18)
- UnloadTime: 44.317700 ms
- 2023-04-05T14:51:35.2881096+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T14:51:35.3461628+00:00 Time to Single load 'F100' 2,35 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 910 unused Assets to reduce memory usage. Loaded Objects now: 761632.
- Total: 1002.250100 ms (FindLiveObjects: 47.241900 ms CreateObjectMapping: 47.694100 ms MarkObjects: 905.130000 ms DeleteObjects: 2.183200 ms)
- 2023-04-05T15:00:47.4322289+00:00 PreLoading Scene: F110
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:00:47.4322289+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:00:47.6118307+00:00 Finished Load Scene References, Time Taken: 0,1794434
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 517 unused Assets to reduce memory usage. Loaded Objects now: 765550.
- Total: 999.681800 ms (FindLiveObjects: 44.879100 ms CreateObjectMapping: 34.054400 ms MarkObjects: 919.219700 ms DeleteObjects: 1.528100 ms)
- Unloading 42 Unused Serialized files (Serialized files now loaded: 15)
- WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
- WARNING: Shader Did you use #pragma only_renderers and omit this platform?
- UnloadTime: 29.184200 ms
- 2023-04-05T15:00:49.8504584+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:00:49.8754941+00:00 Time to Single load 'F110' 2,51 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 524 unused Assets to reduce memory usage. Loaded Objects now: 759124.
- Total: 985.499400 ms (FindLiveObjects: 52.359300 ms CreateObjectMapping: 42.923800 ms MarkObjects: 888.540900 ms DeleteObjects: 1.675100 ms)
- 2023-04-05T15:03:39.7537325+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:10:20.8785895+00:00 PreLoading Scene: F40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:10:20.8785895+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:10:20.8795902+00:00 Finished Load Scene References, Time Taken: 0,0002441406
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 15)
- Unloading 1075 unused Assets to reduce memory usage. Loaded Objects now: 758124.
- Total: 1003.185500 ms (FindLiveObjects: 46.871900 ms CreateObjectMapping: 33.593500 ms MarkObjects: 920.788800 ms DeleteObjects: 1.930800 ms)
- Unloading 43 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 27.871500 ms
- 2023-04-05T15:10:23.4930438+00:00 Time to Single load 'F40' 2,68 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 351 unused Assets to reduce memory usage. Loaded Objects now: 752843.
- Total: 978.000600 ms (FindLiveObjects: 42.686400 ms CreateObjectMapping: 35.848000 ms MarkObjects: 896.919700 ms DeleteObjects: 2.546100 ms)
- 2023-04-05T15:20:48.5559745+00:00 PreLoading Scene: F110
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:20:48.5559745+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:20:50.8439818+00:00 Finished Load Scene References, Time Taken: 2,287109
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 15)
- Unloading 449 unused Assets to reduce memory usage. Loaded Objects now: 751121.
- Total: 997.148200 ms (FindLiveObjects: 44.435400 ms CreateObjectMapping: 33.495500 ms MarkObjects: 917.510200 ms DeleteObjects: 1.706500 ms)
- Unloading 42 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 17.655200 ms
- 2023-04-05T15:20:52.7063510+00:00 Time to Single load 'F110' 4,23 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1148 unused Assets to reduce memory usage. Loaded Objects now: 762393.
- Total: 964.489600 ms (FindLiveObjects: 43.466500 ms CreateObjectMapping: 42.744100 ms MarkObjects: 872.453400 ms DeleteObjects: 5.825000 ms)
- 2023-04-05T15:21:04.6737325+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:04.4988060+00:00 PreLoading Scene: F120
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:04.4988060+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:04.6838135+00:00 Finished Load Scene References, Time Taken: 0,184082
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 557 unused Assets to reduce memory usage. Loaded Objects now: 764952.
- Total: 960.187600 ms (FindLiveObjects: 41.468500 ms CreateObjectMapping: 40.627000 ms MarkObjects: 876.660600 ms DeleteObjects: 1.431000 ms)
- The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'PlayFabHttp (2)') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'PlayFabHttp (1)') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'PlayFabHttp') is missing!
- (Filename: Line: 334)
- Unloading 32 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 24.132100 ms
- 2023-04-05T15:22:06.2674711+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:06.2874886+00:00 Time to Single load 'F120' 1,85 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1455 unused Assets to reduce memory usage. Loaded Objects now: 727374.
- Total: 930.248100 ms (FindLiveObjects: 41.292200 ms CreateObjectMapping: 35.261100 ms MarkObjects: 849.560800 ms DeleteObjects: 4.133500 ms)
- 2023-04-05T15:22:43.3132573+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:43.3472779+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:48.9839788+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:49.0241285+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:51.5857440+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:54.1098560+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:54.1461218+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:55.3377502+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:55.3738560+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:56.5984510+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:56.6344504+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:57.8579216+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:57.9008569+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:59.1259292+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:22:59.1699533+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:11.5536298+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:11.5936310+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:18.2989120+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:18.3381061+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:23.9886389+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:24.0296732+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:29.3382085+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:29.3772136+00:00 [FMOD] Event not found:
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- FMODUnity.RuntimeManager:PlayOneShot(String, Vector3)
- LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3)
- AnimationSoundBehaviour:OnStateUpdate(Animator, AnimatorStateInfo, Int32)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:23:36.2061861+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:24:46.9791375+00:00 PreLoading Scene: F40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:24:46.9791375+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:24:46.9791375+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 12)
- Unloading 91 unused Assets to reduce memory usage. Loaded Objects now: 723099.
- Total: 920.835200 ms (FindLiveObjects: 39.039800 ms CreateObjectMapping: 33.196100 ms MarkObjects: 847.140400 ms DeleteObjects: 1.458400 ms)
- Unloading 43 Unused Serialized files (Serialized files now loaded: 12)
- UnloadTime: 6.063000 ms
- 2023-04-05T15:24:49.4631313+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:24:49.4911546+00:00 Time to Single load 'F40' 2,59 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 301 unused Assets to reduce memory usage. Loaded Objects now: 750686.
- Total: 940.195700 ms (FindLiveObjects: 44.356600 ms CreateObjectMapping: 35.569000 ms MarkObjects: 858.794400 ms DeleteObjects: 1.475400 ms)
- 2023-04-05T15:35:55.8888083+00:00 PreLoading Scene: G10
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:35:55.8888083+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:35:58.0987419+00:00 Finished Load Scene References, Time Taken: 2,209473
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 1049 unused Assets to reduce memory usage. Loaded Objects now: 749881.
- Total: 950.482000 ms (FindLiveObjects: 46.003200 ms CreateObjectMapping: 32.909400 ms MarkObjects: 869.917800 ms DeleteObjects: 1.651300 ms)
- Unloading 36 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 17.426100 ms
- 2023-04-05T15:36:00.3927796+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:36:00.3947815+00:00 Time to Single load 'G10' 4,56 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1499 unused Assets to reduce memory usage. Loaded Objects now: 738297.
- Total: 955.603000 ms (FindLiveObjects: 42.425100 ms CreateObjectMapping: 35.223800 ms MarkObjects: 871.354200 ms DeleteObjects: 6.599400 ms)
- 2023-04-05T15:36:33.9299746+00:00 [Addressables] Object with name: SummonedBee wasn't preloaded In Zone G10.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- SummonEntityOnDeath:Summon()
- DodgeAction:Invoke()
- SelfDestroyer:die()
- DestroyAfterDuration:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:55.4134511+00:00 PreLoading Scene: G20
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:55.4144517+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:55.4144517+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 264 unused Assets to reduce memory usage. Loaded Objects now: 735816.
- Total: 936.467900 ms (FindLiveObjects: 42.235600 ms CreateObjectMapping: 33.210800 ms MarkObjects: 859.745900 ms DeleteObjects: 1.275200 ms)
- Unloading 31 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 12.305200 ms
- 2023-04-05T15:39:57.1430937+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1641127+00:00 Time to Single load 'G20' 1,80 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1641127+00:00 Mourner (6) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (8) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (3) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (1) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (5) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (7) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (2) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:39:57.1651129+00:00 Mourner (4) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 278 unused Assets to reduce memory usage. Loaded Objects now: 739667.
- Total: 947.631200 ms (FindLiveObjects: 43.763900 ms CreateObjectMapping: 38.448100 ms MarkObjects: 863.980200 ms DeleteObjects: 1.438700 ms)
- 2023-04-05T15:41:57.1385082+00:00 PreLoading Scene: G10
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:41:57.1385082+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:41:59.2488763+00:00 Finished Load Scene References, Time Taken: 2,109863
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 736807.
- Total: 933.443500 ms (FindLiveObjects: 41.838900 ms CreateObjectMapping: 32.639100 ms MarkObjects: 857.940800 ms DeleteObjects: 1.024400 ms)
- Unloading 36 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 10.154300 ms
- 2023-04-05T15:42:01.3716407+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:42:01.3746429+00:00 Time to Single load 'G10' 4,31 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 333 unused Assets to reduce memory usage. Loaded Objects now: 739790.
- Total: 947.235000 ms (FindLiveObjects: 42.710300 ms CreateObjectMapping: 34.085300 ms MarkObjects: 869.177900 ms DeleteObjects: 1.261100 ms)
- 2023-04-05T15:43:19.5877733+00:00 PreLoading Scene: G20
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:19.5877733+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:19.5887742+00:00 Finished Load Scene References, Time Taken: 0,0004882813
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 0 Unused Serialized files (Serialized files now loaded: 14)
- Unloading 600 unused Assets to reduce memory usage. Loaded Objects now: 735787.
- Total: 936.023800 ms (FindLiveObjects: 39.867800 ms CreateObjectMapping: 32.678500 ms MarkObjects: 862.052000 ms DeleteObjects: 1.424800 ms)
- Unloading 31 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 12.531800 ms
- 2023-04-05T15:43:21.2363720+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2393751+00:00 Time to Single load 'G20' 1,70 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2393751+00:00 Mourner (6) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2393751+00:00 Mourner (8) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (3) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (1) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (5) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (7) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (2) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:21.2403763+00:00 Mourner (4) has a World Object Click Listener, but is on layer 15, which is not a clickable layer. It is being moved to the default layer
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- WorldObjectClickListener:ensureOnClickableLayer()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 241 unused Assets to reduce memory usage. Loaded Objects now: 738271.
- Total: 937.455900 ms (FindLiveObjects: 41.785800 ms CreateObjectMapping: 36.070700 ms MarkObjects: 858.205000 ms DeleteObjects: 1.394000 ms)
- 2023-04-05T15:43:24.0194475+00:00 PreLoading Scene: G10
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:24.0204484+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:26.1877562+00:00 Finished Load Scene References, Time Taken: 2,166992
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 0 Unused Serialized files (Serialized files now loaded: 14)
- Unloading 780 unused Assets to reduce memory usage. Loaded Objects now: 737031.
- Total: 913.176900 ms (FindLiveObjects: 38.857300 ms CreateObjectMapping: 32.757700 ms MarkObjects: 840.513000 ms DeleteObjects: 1.048500 ms)
- Unloading 36 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 9.800300 ms
- 2023-04-05T15:43:28.2137992+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:43:28.2158009+00:00 Time to Single load 'G10' 4,27 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 571 unused Assets to reduce memory usage. Loaded Objects now: 739486.
- Total: 941.139600 ms (FindLiveObjects: 42.546500 ms CreateObjectMapping: 34.317700 ms MarkObjects: 862.471600 ms DeleteObjects: 1.803400 ms)
- 2023-04-05T15:43:43.3447334+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:45:19.6907746+00:00 PreLoading Scene: F40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:45:19.6907746+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:45:19.6907746+00:00 Finished Load Scene References, Time Taken: 0,0004882813
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 284 unused Assets to reduce memory usage. Loaded Objects now: 737411.
- Total: 950.463300 ms (FindLiveObjects: 41.359300 ms CreateObjectMapping: 34.988900 ms MarkObjects: 872.831700 ms DeleteObjects: 1.282900 ms)
- Unloading 43 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 12.615300 ms
- 2023-04-05T15:45:22.1496983+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:45:22.1527011+00:00 GameObject wasn't set on SceneState SetGOActive Action!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.SceneState.Actions.Objects.SetGOActive:Enter(PlayerActorSync, InstantiatedContext)
- LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext)
- LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync)
- LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync)
- System.Action`1:Invoke(T)
- LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync)
- System.Action`1:Invoke(T)
- PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean)
- PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:45:22.1857319+00:00 Time to Single load 'F40' 2,55 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 349 unused Assets to reduce memory usage. Loaded Objects now: 752364.
- Total: 952.019900 ms (FindLiveObjects: 46.714800 ms CreateObjectMapping: 38.272900 ms MarkObjects: 864.764400 ms DeleteObjects: 2.267500 ms)
- 2023-04-05T15:48:09.0075238+00:00 PreLoading Scene: G30
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:48:09.0075238+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:48:11.5463756+00:00 Finished Load Scene References, Time Taken: 2,538086
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 212 unused Assets to reduce memory usage. Loaded Objects now: 759925.
- Total: 942.331000 ms (FindLiveObjects: 42.394800 ms CreateObjectMapping: 33.496300 ms MarkObjects: 865.156400 ms DeleteObjects: 1.282900 ms)
- Unloading 37 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 16.995400 ms
- 2023-04-05T15:48:13.4094908+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:48:13.4124935+00:00 Time to Single load 'G30' 4,48 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 9205 unused Assets to reduce memory usage. Loaded Objects now: 744327.
- Total: 976.104800 ms (FindLiveObjects: 53.465800 ms CreateObjectMapping: 50.724400 ms MarkObjects: 864.147200 ms DeleteObjects: 7.767100 ms)
- 2023-04-05T15:50:20.2388225+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone G30.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- SummonEntityOnDeath:Summon()
- DodgeAction:Invoke()
- SelfDestroyer:die()
- DestroyAfterDuration:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:53:32.9986328+00:00 PreLoading Scene: G40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:53:32.9986328+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:53:32.9986328+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 2163 unused Assets to reduce memory usage. Loaded Objects now: 738928.
- Total: 949.889800 ms (FindLiveObjects: 42.026000 ms CreateObjectMapping: 33.237100 ms MarkObjects: 872.262900 ms DeleteObjects: 2.363200 ms)
- Unloading 52 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 16.122600 ms
- 2023-04-05T15:53:35.4237542+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T15:53:35.4707970+00:00 Time to Single load 'G40' 2,53 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 286 unused Assets to reduce memory usage. Loaded Objects now: 748152.
- Total: 962.042500 ms (FindLiveObjects: 55.010600 ms CreateObjectMapping: 38.898800 ms MarkObjects: 866.635800 ms DeleteObjects: 1.496900 ms)
- 2023-04-05T16:01:47.9933000+00:00 PreLoading Scene: G50
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:01:47.9933000+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- 2023-04-05T16:01:50.4654861+00:00 Finished Load Scene References, Time Taken: 2,471191
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 350 unused Assets to reduce memory usage. Loaded Objects now: 750839.
- Total: 961.917200 ms (FindLiveObjects: 43.976200 ms CreateObjectMapping: 33.086200 ms MarkObjects: 883.445700 ms DeleteObjects: 1.408800 ms)
- Unloading 38 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 16.207100 ms
- 2023-04-05T16:01:52.4902258+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:01:52.5132467+00:00 Time to Single load 'G50' 4,60 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 3293 unused Assets to reduce memory usage. Loaded Objects now: 756610.
- Total: 978.074500 ms (FindLiveObjects: 46.404800 ms CreateObjectMapping: 48.891700 ms MarkObjects: 877.976900 ms DeleteObjects: 4.800600 ms)
- Particle System is trying to spawn on a mesh with zero surface area
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawnVisuals()
- ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
- ActorSync:SendCreateVisuals(ActorData, Actor)
- ActorSync:Init()
- [ line 1682]
- (Filename: Line: 1682)
- 2023-04-05T16:05:53.1557236+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Particle System is trying to spawn on a mesh with zero surface area
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawnVisuals()
- ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
- ActorSync:SendCreateVisuals(ActorData, Actor)
- ActorSync:Init()
- [ line 1682]
- (Filename: Line: 1682)
- Particle System is trying to spawn on a mesh with zero surface area
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawnVisuals()
- ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
- ActorSync:SendCreateVisuals(ActorData, Actor)
- ActorSync:Init()
- [ line 1682]
- (Filename: Line: 1682)
- Particle System is trying to spawn on a mesh with zero surface area
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawnVisuals()
- ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
- ActorSync:SendCreateVisuals(ActorData, Actor)
- ActorSync:Init()
- [ line 1682]
- (Filename: Line: 1682)
- 2023-04-05T16:09:41.2596375+00:00 PreLoading Scene: G40
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:09:41.2606383+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:09:41.2606383+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 17)
- Unloading 2005 unused Assets to reduce memory usage. Loaded Objects now: 765855.
- Total: 965.743600 ms (FindLiveObjects: 46.124200 ms CreateObjectMapping: 33.682000 ms MarkObjects: 883.588800 ms DeleteObjects: 2.348300 ms)
- Unloading 52 Unused Serialized files (Serialized files now loaded: 17)
- UnloadTime: 30.304700 ms
- 2023-04-05T16:09:43.2246994+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:09:43.2517239+00:00 Time to Single load 'G40' 2,06 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 465 unused Assets to reduce memory usage. Loaded Objects now: 747203.
- Total: 950.663400 ms (FindLiveObjects: 46.618900 ms CreateObjectMapping: 35.285400 ms MarkObjects: 867.058900 ms DeleteObjects: 1.699800 ms)
- 2023-04-05T16:10:34.2568919+00:00 PreLoading Scene: G60
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:10:34.2568919+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- 2023-04-05T16:10:37.0858338+00:00 Finished Load Scene References, Time Taken: 2,827637
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 14)
- Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 754587.
- Total: 948.564700 ms (FindLiveObjects: 42.224600 ms CreateObjectMapping: 33.595800 ms MarkObjects: 871.707400 ms DeleteObjects: 1.036500 ms)
- Unloading 57 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 15.800200 ms
- 2023-04-05T16:10:39.5352237+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:10:39.5742586+00:00 Time to Single load 'G60' 5,39 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 4025 unused Assets to reduce memory usage. Loaded Objects now: 800255.
- Total: 1009.254300 ms (FindLiveObjects: 53.138800 ms CreateObjectMapping: 54.109300 ms MarkObjects: 895.929400 ms DeleteObjects: 6.076300 ms)
- Curl error 42: Callback aborted
- (Filename: Line: 867)
- Curl error 56: Receiving data failed with unitytls error code 1048578
- (Filename: Line: 867)
- 2023-04-05T16:16:25.2273831+00:00 ListMembershipOpportunities
- Error: /Group/ListMembershipOpportunities: Failed to receive data
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Services.<GetPendingInvites>d__3:MoveNext()
- DodgeAction:Invoke()
- System.Action`1:Invoke(T)
- Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus)
- LE.Wrapper.PlayFab.<>c__DisplayClass13_0:<ListMembershipOpportunities>b__2(PlayFabError)
- System.Action`1:Invoke(T)
- PlayFab.Internal.PlayFabUnityHttp:OnError(String, CallRequestContainer)
- PlayFab.Internal.<Post>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:16:48.4735986+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:20:06.9480640+00:00 PreLoading Scene: G70
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:20:06.9480640+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:20:07.1244945+00:00 Finished Load Scene References, Time Taken: 0,1762695
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 1580 unused Assets to reduce memory usage. Loaded Objects now: 812408.
- Total: 1006.944200 ms (FindLiveObjects: 47.975800 ms CreateObjectMapping: 58.251000 ms MarkObjects: 898.691100 ms DeleteObjects: 2.025900 ms)
- Unloading 54 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 58.064300 ms
- 2023-04-05T16:20:09.2454739+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:20:09.2945185+00:00 Time to Single load 'G70' 2,41 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1346 unused Assets to reduce memory usage. Loaded Objects now: 758012.
- Total: 1009.793500 ms (FindLiveObjects: 57.017200 ms CreateObjectMapping: 47.987300 ms MarkObjects: 901.385900 ms DeleteObjects: 3.402900 ms)
- 2023-04-05T16:22:44.5026640+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:44.5553978+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:44.6068509+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:44.9581831+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.0069801+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.0574185+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.2060090+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.2560225+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.3047225+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.4038225+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.4521982+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.5019361+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.6513736+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:45.7013958+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.0746557+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.1262195+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.1773902+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.2811942+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.3324365+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.3844295+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.5385611+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.5893876+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.6416060+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.7453959+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.7968021+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.8473994+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:48.9511643+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.0021952+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.0527357+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.3531968+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.4022769+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.4520014+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.5501158+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.5991507+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.6491386+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.7471613+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:22:49.7967634+00:00 submeshIndex out of range. Clampped to 0.
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32)
- UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32)
- LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext)
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers()
- UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:24:37.0767331+00:00 PreLoading Scene: G2S10
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:24:37.0767331+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:24:37.2430472+00:00 Finished Load Scene References, Time Taken: 0,1660156
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 2620 unused Assets to reduce memory usage. Loaded Objects now: 752863.
- Total: 978.926300 ms (FindLiveObjects: 44.422500 ms CreateObjectMapping: 41.566900 ms MarkObjects: 890.248300 ms DeleteObjects: 2.687700 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 20.098000 ms
- 2023-04-05T16:24:39.1465831+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:24:39.1936256+00:00 Time to Single load 'G2S10' 2,17 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 688 unused Assets to reduce memory usage. Loaded Objects now: 772383.
- Total: 972.921200 ms (FindLiveObjects: 45.163100 ms CreateObjectMapping: 43.952100 ms MarkObjects: 881.602200 ms DeleteObjects: 2.203300 ms)
- 2023-04-05T16:25:22.5345313+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:25:53.7683069+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:28:52.3980292+00:00 PreLoading Scene: G70
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:28:52.3980292+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:28:54.8131770+00:00 Finished Load Scene References, Time Taken: 2,414063
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 14)
- Unloading 280 unused Assets to reduce memory usage. Loaded Objects now: 770429.
- Total: 1004.711700 ms (FindLiveObjects: 44.220500 ms CreateObjectMapping: 41.044500 ms MarkObjects: 918.052300 ms DeleteObjects: 1.393900 ms)
- Unloading 54 Unused Serialized files (Serialized files now loaded: 14)
- UnloadTime: 19.328500 ms
- 2023-04-05T16:28:57.3695208+00:00 Time to Single load 'G70' 5,05 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1501 unused Assets to reduce memory usage. Loaded Objects now: 756546.
- Total: 950.129300 ms (FindLiveObjects: 42.312500 ms CreateObjectMapping: 35.279700 ms MarkObjects: 870.633200 ms DeleteObjects: 1.903400 ms)
- 2023-04-05T16:36:27.2349695+00:00 PreLoading Scene: G80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:36:27.2349695+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:36:27.2349695+00:00 Finished Load Scene References, Time Taken: 0,0009765625
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 17)
- Unloading 3380 unused Assets to reduce memory usage. Loaded Objects now: 764495.
- Total: 1003.156500 ms (FindLiveObjects: 46.113800 ms CreateObjectMapping: 41.168500 ms MarkObjects: 911.629500 ms DeleteObjects: 4.244300 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 17)
- UnloadTime: 25.740400 ms
- 2023-04-05T16:36:29.9636435+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T16:36:30.0126881+00:00 Time to Single load 'G80' 2,84 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 658 unused Assets to reduce memory usage. Loaded Objects now: 791577.
- Total: 964.661100 ms (FindLiveObjects: 55.845200 ms CreateObjectMapping: 36.728500 ms MarkObjects: 869.871400 ms DeleteObjects: 2.215500 ms)
- 2023-04-05T17:03:45.2162373+00:00 PreLoading Scene: G90
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:03:45.2162373+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:03:48.0630192+00:00 Finished Load Scene References, Time Taken: 2,845703
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 240 unused Assets to reduce memory usage. Loaded Objects now: 794098.
- Total: 979.616400 ms (FindLiveObjects: 47.388500 ms CreateObjectMapping: 36.603700 ms MarkObjects: 894.036700 ms DeleteObjects: 1.587200 ms)
- Unloading 38 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 30.087700 ms
- 2023-04-05T17:03:50.2557735+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:03:50.3248367+00:00 Time to Single load 'G90' 5,20 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1467 unused Assets to reduce memory usage. Loaded Objects now: 801278.
- Total: 1051.908400 ms (FindLiveObjects: 51.172500 ms CreateObjectMapping: 44.378900 ms MarkObjects: 952.227900 ms DeleteObjects: 4.128600 ms)
- 2023-04-05T17:04:42.1771495+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:42.1781507+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:43.1291996+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:43.1302007+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:43.2503103+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:43.2503103+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:44.0483540+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:44.0493548+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:44.1740580+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:44.1750590+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:46.7954999+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:46.7965009+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:47.6662901+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:47.6672910+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:48.7111913+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:04:48.7121925+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:09:03.4674113+00:00 PreLoading Scene: G96
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:09:03.4674113+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:09:03.4874293+00:00 Finished Load Scene References, Time Taken: 0,01855469
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 1972 unused Assets to reduce memory usage. Loaded Objects now: 817748.
- Total: 1034.543500 ms (FindLiveObjects: 47.367100 ms CreateObjectMapping: 44.435500 ms MarkObjects: 940.543600 ms DeleteObjects: 2.196900 ms)
- Unloading 31 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 60.912200 ms
- 2023-04-05T17:09:05.5253848+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:09:05.5514086+00:00 Time to Single load 'G96' 2,15 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 704 unused Assets to reduce memory usage. Loaded Objects now: 781625.
- Total: 994.757400 ms (FindLiveObjects: 46.379400 ms CreateObjectMapping: 43.738100 ms MarkObjects: 902.130600 ms DeleteObjects: 2.508800 ms)
- 2023-04-05T17:10:00.3891560+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:10:00.3891560+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:10:01.3109949+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:10:01.3109949+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:11:28.6308819+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:11:28.6308819+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:11:29.5597264+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:11:29.5607274+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:12:33.2142698+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:12:33.2152709+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:16:31.7785388+00:00 PreLoading Scene: G80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:16:31.7795396+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:16:31.7795396+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 1232 unused Assets to reduce memory usage. Loaded Objects now: 777546.
- Total: 1017.075800 ms (FindLiveObjects: 46.101600 ms CreateObjectMapping: 40.930900 ms MarkObjects: 927.941600 ms DeleteObjects: 2.101200 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 35.670000 ms
- 2023-04-05T17:16:34.9627471+00:00 Time to Single load 'G80' 3,25 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 305 unused Assets to reduce memory usage. Loaded Objects now: 791882.
- Total: 1039.884900 ms (FindLiveObjects: 55.342700 ms CreateObjectMapping: 42.626400 ms MarkObjects: 940.215700 ms DeleteObjects: 1.699600 ms)
- 2023-04-05T17:18:47.0276717+00:00 PreLoading Scene: G96
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:18:47.0286716+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:18:49.3367255+00:00 Finished Load Scene References, Time Taken: 2,307617
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 306 unused Assets to reduce memory usage. Loaded Objects now: 791767.
- Total: 946.350100 ms (FindLiveObjects: 41.590300 ms CreateObjectMapping: 33.111300 ms MarkObjects: 870.117800 ms DeleteObjects: 1.530200 ms)
- Unloading 31 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 30.321000 ms
- 2023-04-05T17:18:51.2419120+00:00 Time to Single load 'G96' 4,29 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1168 unused Assets to reduce memory usage. Loaded Objects now: 784618.
- Total: 993.896900 ms (FindLiveObjects: 47.855600 ms CreateObjectMapping: 44.767800 ms MarkObjects: 897.150000 ms DeleteObjects: 4.123000 ms)
- 2023-04-05T17:19:00.8277279+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:00.8287294+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:02.7017174+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:02.7017174+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:03.6266739+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:03.6276751+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:06.5571183+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:19:06.5581194+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:16.2945271+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:16.2945271+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:16.6301878+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:16.6311889+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:17.2527375+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:21:17.2537384+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:30:16.4704945+00:00 PreLoading Scene: G90
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:30:16.4704945+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:30:16.8264656+00:00 Finished Load Scene References, Time Taken: 0,3554688
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 978 unused Assets to reduce memory usage. Loaded Objects now: 778410.
- Total: 990.859600 ms (FindLiveObjects: 45.926200 ms CreateObjectMapping: 40.567600 ms MarkObjects: 902.051600 ms DeleteObjects: 2.313700 ms)
- Unloading 38 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 31.214000 ms
- 2023-04-05T17:30:18.9629522+00:00 Time to Single load 'G90' 2,56 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 699 unused Assets to reduce memory usage. Loaded Objects now: 806155.
- Total: 997.776700 ms (FindLiveObjects: 47.220900 ms CreateObjectMapping: 43.442100 ms MarkObjects: 905.288900 ms DeleteObjects: 1.824300 ms)
- 2023-04-05T17:30:38.0783158+00:00 PreLoading Scene: G80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:30:38.0793163+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:30:38.0793163+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 1310 unused Assets to reduce memory usage. Loaded Objects now: 804896.
- Total: 990.426500 ms (FindLiveObjects: 44.226300 ms CreateObjectMapping: 41.419000 ms MarkObjects: 902.670800 ms DeleteObjects: 2.109800 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 48.028900 ms
- 2023-04-05T17:30:40.7648479+00:00 Time to Single load 'G80' 2,75 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 651 unused Assets to reduce memory usage. Loaded Objects now: 793815.
- Total: 963.102900 ms (FindLiveObjects: 48.023800 ms CreateObjectMapping: 36.080800 ms MarkObjects: 876.590300 ms DeleteObjects: 2.407600 ms)
- 2023-04-05T17:35:10.4430108+00:00 PreLoading Scene: G90
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:35:10.4430108+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:35:13.0687149+00:00 Finished Load Scene References, Time Taken: 2,625
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Waypoint>d__10:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte)
- UIWaypointStandard:LoadWaypointScene()
- DodgeAction:Invoke()
- UnityEngine.Events.InvokableCall:Invoke(Object[])
- UnityEngine.Events.UnityEvent:Invoke()
- System.EventHandler`1:Invoke(Object, TEventArgs)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
- UnityEngine.EventSystems.EventSystem:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 327 unused Assets to reduce memory usage. Loaded Objects now: 794348.
- Total: 958.254800 ms (FindLiveObjects: 42.706300 ms CreateObjectMapping: 33.476900 ms MarkObjects: 880.597700 ms DeleteObjects: 1.473400 ms)
- Unloading 38 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 33.755400 ms
- 2023-04-05T17:35:15.2456034+00:00 Time to Single load 'G90' 4,88 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 1031 unused Assets to reduce memory usage. Loaded Objects now: 805308.
- Total: 1016.680600 ms (FindLiveObjects: 47.597700 ms CreateObjectMapping: 46.517500 ms MarkObjects: 918.622200 ms DeleteObjects: 3.942800 ms)
- 2023-04-05T17:36:16.0591081+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:16.0591081+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:17.0271336+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:17.0281345+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:17.9462959+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:17.9472975+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:18.8951253+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:36:18.8951253+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:38:17.0127550+00:00 player MainPlayer(Clone) died
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- StateController:switchCurrentState(State)
- State:TryToEnter()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:41:01.0263486+00:00 PreLoading Scene: G93
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:41:01.0263486+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:41:01.1159715+00:00 Finished Load Scene References, Time Taken: 0,08886719
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 457 unused Assets to reduce memory usage. Loaded Objects now: 806618.
- Total: 1011.790800 ms (FindLiveObjects: 47.317700 ms CreateObjectMapping: 40.975300 ms MarkObjects: 921.918400 ms DeleteObjects: 1.579000 ms)
- Unloading 34 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 44.136500 ms
- 2023-04-05T17:41:03.2191158+00:00 Time to Single load 'G93' 2,26 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Failed to create agent because it is not close enough to the NavMesh
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32)
- Spawner:generateEntities()
- Spawner:Start()
- [ line 648]
- (Filename: Line: 648)
- Failed to create agent because it is not close enough to the NavMesh
- RectangleSpawner:placeObject(GameObject)
- Spawner:spawnIndividual(Actor)
- MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32)
- Spawner:generateEntities()
- Spawner:Start()
- [ line 648]
- (Filename: Line: 648)
- Unloading 680 unused Assets to reduce memory usage. Loaded Objects now: 755773.
- Total: 972.006600 ms (FindLiveObjects: 44.692700 ms CreateObjectMapping: 42.508200 ms MarkObjects: 882.134500 ms DeleteObjects: 2.670800 ms)
- 2023-04-05T17:41:28.7955041+00:00 PreLoading Scene: G80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:41:28.7965048+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:41:28.7965048+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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 0 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 1479 unused Assets to reduce memory usage. Loaded Objects now: 764380.
- Total: 978.394100 ms (FindLiveObjects: 42.974100 ms CreateObjectMapping: 40.477300 ms MarkObjects: 893.247000 ms DeleteObjects: 1.694900 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 25.999100 ms
- 2023-04-05T17:41:31.4688095+00:00 Time to Single load 'G80' 2,73 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 288 unused Assets to reduce memory usage. Loaded Objects now: 796712.
- Total: 963.170700 ms (FindLiveObjects: 43.289000 ms CreateObjectMapping: 35.685600 ms MarkObjects: 882.963500 ms DeleteObjects: 1.232300 ms)
- 2023-04-05T17:44:25.8119313+00:00 PreLoading Scene: G93
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:25.8119313+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:28.3685557+00:00 Finished Load Scene References, Time Taken: 2,555664
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<FromTownPortal>d__9:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:FromTownPortal(UserIdentity)
- Networking.Multiplayer.Interactables.Portals.<HandleReturnPortalAsync>d__9:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- WalkToInteractable:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 299 unused Assets to reduce memory usage. Loaded Objects now: 796036.
- Total: 1009.984900 ms (FindLiveObjects: 45.824900 ms CreateObjectMapping: 33.328800 ms MarkObjects: 929.427300 ms DeleteObjects: 1.403500 ms)
- Unloading 34 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 30.989900 ms
- 2023-04-05T17:44:30.4628592+00:00 Time to Single load 'G93' 4,73 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Failed to create agent because it is not close enough to the NavMesh
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
- MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32)
- Spawner:generateEntities()
- Spawner:Start()
- [ line 648]
- (Filename: Line: 648)
- Failed to create agent because it is not close enough to the NavMesh
- RectangleSpawner:placeObject(GameObject)
- Spawner:spawnIndividual(Actor)
- MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32)
- Spawner:generateEntities()
- Spawner:Start()
- [ line 648]
- (Filename: Line: 648)
- Unloading 1209 unused Assets to reduce memory usage. Loaded Objects now: 761322.
- Total: 981.838500 ms (FindLiveObjects: 43.649800 ms CreateObjectMapping: 42.501800 ms MarkObjects: 891.393300 ms DeleteObjects: 4.293300 ms)
- 2023-04-05T17:44:47.4678852+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:47.4678852+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:48.2019057+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:48.2029067+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:48.7268471+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:48.7278484+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:49.4159472+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:49.4169484+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:50.1078772+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:50.1078772+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:52.2750416+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:52.2760440+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:53.0400362+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:44:53.0410369+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Failed to create agent because it is not close enough to the NavMesh
- Spawner:spawn()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- [ line 648]
- (Filename: Line: 648)
- 2023-04-05T17:58:56.4258945+00:00 PreLoading Scene: G100
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:58:56.4268985+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:58:56.4268985+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 741 unused Assets to reduce memory usage. Loaded Objects now: 752946.
- Total: 970.753600 ms (FindLiveObjects: 44.284800 ms CreateObjectMapping: 33.074300 ms MarkObjects: 891.861300 ms DeleteObjects: 1.532800 ms)
- Unloading 34 Unused Serialized files (Serialized files now loaded: 16)
- 2023-04-05T17:58:57.7237691+00:00 Exception occured while capturing prefab state for WaterCastVFX(Clone)!
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogError(Object)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:58:57.7247693+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
- at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0
- at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0
- at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0
- at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0
- at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0
- at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
- UnityEngine.Logger:LogException(Exception, Object)
- UnityEngine.Debug:LogException(Exception)
- LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
- LE.Caching.CachedPrefab:Awake()
- AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType)
- ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single)
- ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean)
- ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean)
- UsingAbility:beginUsingAbility()
- UsingMultipleAbilitiesAI:beginUsingAbility()
- UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
- UsingAbilityAI:whileActive()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- UnloadTime: 21.450000 ms
- 2023-04-05T17:58:58.2502250+00:00 Time to Single load 'G100' 1,88 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 396 unused Assets to reduce memory usage. Loaded Objects now: 736897.
- Total: 956.529000 ms (FindLiveObjects: 41.261000 ms CreateObjectMapping: 35.049900 ms MarkObjects: 878.371700 ms DeleteObjects: 1.846000 ms)
- 2023-04-05T17:59:45.1211122+00:00 PreLoading Scene: G110
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:59:45.1221134+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldAreaEnterListener:OnTriggerEnter(Collider)
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:59:47.5586451+00:00 Finished Load Scene References, Time Taken: 2,435547
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<Default>d__7:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte)
- <HandleInteraction>d__4:MoveNext()
- LoadSceneInteraction:Interaction(GameObject)
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- 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: 15)
- Unloading 44 unused Assets to reduce memory usage. Loaded Objects now: 736240.
- Total: 938.514200 ms (FindLiveObjects: 40.527300 ms CreateObjectMapping: 32.710900 ms MarkObjects: 864.242700 ms DeleteObjects: 1.033000 ms)
- Unloading 37 Unused Serialized files (Serialized files now loaded: 15)
- UnloadTime: 7.606800 ms
- 2023-04-05T17:59:49.9159951+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:LogWarning(Object)
- PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo)
- <PlacePlayer>d__19:MoveNext()
- PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken)
- <OnSceneLoadAsync>d__13:MoveNext()
- PlayerSpawnManager:onSceneLoad(String, String)
- System.Action`2:Invoke(T1, T2)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T)
- System.Action`1:Invoke(T)
- UnityEngine.AsyncOperation:InvokeCompletionEvent()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T17:59:49.9840576+00:00 Time to Single load 'G110' 4,94 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 473 unused Assets to reduce memory usage. Loaded Objects now: 881462.
- Total: 1005.190100 ms (FindLiveObjects: 53.006300 ms CreateObjectMapping: 43.668700 ms MarkObjects: 907.019900 ms DeleteObjects: 1.495000 ms)
- 2023-04-05T18:00:05.0555071+00:00 PreLoading Scene: G80
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T18:00:05.0555071+00:00 Attempting Load Scene References
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 2023-04-05T18:00:05.0555071+00:00 Finished Load Scene References, Time Taken: 0
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadSceneAsync>d__16:MoveNext()
- SceneService:LoadSceneAsync(String, LoadSceneMode)
- LE.Services.Transitions.<DoTransitionAsync>d__6:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo)
- LE.Services.Transitions.<ToTownPortal>d__8:MoveNext()
- LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3)
- Networking.Multiplayer.Interactables.Portals.<HandleTownPortalAsync>d__8:MoveNext()
- Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
- Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
- DodgeAction:Invoke()
- PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
- ConditionHandler:TryTriggerInteraction(GameObject)
- WorldObjectClickListener:ObjectClick(GameObject, Boolean)
- EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean)
- EpochInputManager:Update()
- (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 1 Unused Serialized files (Serialized files now loaded: 16)
- Unloading 2448 unused Assets to reduce memory usage. Loaded Objects now: 875784.
- Total: 1007.400700 ms (FindLiveObjects: 47.638800 ms CreateObjectMapping: 41.722900 ms MarkObjects: 914.731100 ms DeleteObjects: 3.307600 ms)
- Unloading 49 Unused Serialized files (Serialized files now loaded: 16)
- UnloadTime: 71.508200 ms
- 2023-04-05T18:00:07.7933891+00:00 Time to Single load 'G80' 2,80 s
- LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object)
- UnityEngine.Debug:Log(Object)
- <LoadSceneAsync>d__16:MoveNext()
- DodgeAction:Invoke()
- Cysharp.Threading.Tasks.Internal.PooledDelegate`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 530 unused Assets to reduce memory usage. Loaded Objects now: 792980.
- Total: 954.922800 ms (FindLiveObjects: 45.323300 ms CreateObjectMapping: 34.569500 ms MarkObjects: 873.220700 ms DeleteObjects: 1.809000 ms)
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