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- Preloaded 'cimgui.so'
- Preloaded 'libProcessStart.so'
- Preloaded 'lib_burst_generated.so'
- Preloaded 'libfmodstudio.so'
- Preloaded 'libfmodstudioL.so'
- Preloaded 'libresonanceaudio.so'
- Preloaded 'libsteam_api.so'
- Preloaded 'cimgui-freetype.so'
- Display 0 'Acer B286HK 28"': 3840x2160 (primary device).
- Desktop is 3840 x 2160 @ 60 Hz
- Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec)
- [Subsystems] Discovering subsystems at path /home/willis/.local/share/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems
- GfxDevice: creating device client; threaded=1
- Renderer: Radeon RX 5500 XT (NAVI14, DRM 3.40.0, 5.11.0-051100-generic, LLVM 12.0.1)
- Vendor: AMD
- Version: 4.6 (Core Profile) Mesa 21.2.3 - kisak-mesa PPA
- GLES: 0
- GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_multisample_advanced GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_dist
- ance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel
- _buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_sparse_buffer GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB
- _tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_
- ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT
- _texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_alpha_to_coverage_dither_control GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_shader_atomic_int64 GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc
- OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level <OpenGL 4.5> ; Context handle 42537936
- The referenced script on this Behaviour (Game Object 'fireSpray') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'fireSpray') is missing!
- (Filename: Line: 334)
- The referenced script (WFX_LightCurves) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script (WFX_LightCurves) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'Point light') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'Point light') is missing!
- (Filename: Line: 334)
- Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found
- [Instantiation] Loaded Serializers:
- PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated
- SelfDestroyer - Generated.SelfDestroyerSerializerGenerated
- DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated
- RotatesToAngle - Generated.RotatesToAngleSerializerGenerated
- DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated
- StartsAtTarget - Generated.StartsAtTargetSerializerGenerated
- RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated
- StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated
- VelocityForDuration - Generated.VelocityForDurationSerializerGenerated
- RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated
- ConstantRotation - Generated.ConstantRotationSerializerGenerated
- SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated
- SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated
- ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated
- TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated
- RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated
- ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated
- RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated
- FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated
- FT_LineRender - Generated.FT_LineRenderSerializerGenerated
- StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated
- MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated
- CreateOnDeath - Generated.CreateOnDeathSerializerGenerated
- StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated
- StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated
- UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer
- UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer
- UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer
- UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer
- LE.Caching.Serialization:GetSerializers()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Default vsync count 0
- requesting resize 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Setting up downscaled viewport at 1920 x 1080
- Desktop is 3840 x 2160 @ 60 Hz
- The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing!
- (Filename: Line: 334)
- A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script (RuntimeDevMode) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing!
- (Filename: Line: 334)
- A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script on this Behaviour (Game Object 'GUI') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'SceneLoader') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'GeneralGameManager') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'AbilityManager') is missing!
- (Filename: Line: 334)
- UnloadTime: 88.559063 ms
- game version: 0.8.3e
- GameVersionManager:Awake()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script (NetworkedDebug) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'NetworkedDebugManager') is missing!
- (Filename: Line: 334)
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- (Filename: Line: 606)
- reactivating main camera
- CharacterPreviewManager:DeactivatePreview()
- UnityEngine.Object:Instantiate(Object, Transform, Boolean)
- UnityEngine.Object:Instantiate(T, Transform, Boolean)
- UIPanel:GetInstance(Boolean)
- UIBase:Awake()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '<null>') is missing!
- (Filename: Line: 334)
- DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
- (Filename: Line: 606)
- IMGUI OnEnable
- ImGuiNET.Unity.DearImGui:OnEnable()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 7 Unused Serialized files (Serialized files now loaded: 8)
- UnloadTime: 6.733856 ms
- Setting breakpad minidump AppID = 899770
- Steam_SetMinidumpSteamID: Caching Steam ID: 76561198010545724 [API loaded no]
- Unloading 593 unused Assets to reduce memory usage. Loaded Objects now: 646908.
- Total: 1040.301214 ms (FindLiveObjects: 31.233545 ms CreateObjectMapping: 78.499615 ms MarkObjects: 929.324703 ms DeleteObjects: 1.242393 ms)
- The referenced script (ShaderPainterObjectID) on this Behaviour is missing!
- (Filename: Line: 199)
- The referenced script on this Behaviour (Game Object 'Rock') is missing!
- (Filename: Line: 334)
- A scripted object (probably ShaderPainterObjectID?) has a different serialization layout when loading. (Read 32 bytes but expected 68 bytes)
- Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
- (Filename: Line: 2337)
- The referenced script on this Behaviour (Game Object 'CharacterSelectCamera') is missing!
- (Filename: Line: 334)
- ERROR: ld.so: object '/home/willis/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
- Input Mode : Mouse & Keyboard
- EpochInputManager:set_IsControllerActive(Boolean)
- <Start>d__58:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Deactivating main camera after delay
- CharacterPreviewManager:ActivatePreview()
- CharacterPreviewManager:SetPrefab(Int32, CharacterData)
- CharacterTile:SelectTile()
- CharacterSelect:FilterCharacterTiles(Int32)
- CharacterSelect:PopulateCharacterTiles()
- CharacterSelect:Start()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds.
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- requesting resize 1920 x 1080
- requesting fullscreen 1920 x 1080 at 0 Hz
- Setting up downscaled viewport at 1920 x 1080
- Desktop is 3840 x 2160 @ 60 Hz
- 'filter' is null!
- Did you add the 'DomainManager' to the current scene?
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Deactivating main camera
- <disableMainCameraAfterDelay>d__12:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Game Log in Success!
- AuthenticateLogin:OnLoginAccelByte(Result)
- AccelByte.Core.ResultCallback:Invoke(Result)
- AccelByte.Api.<LoginAsync>d__14:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- executeLoginEvent
- UserLoginInformation:ExecuteLoginEvent(String, String, String, String, String)
- AuthenticateLogin:<ProcessLoginAccelByte>b__84_0(Result`1)
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- AccelByte.Api.<RefreshDataAsync>d__33:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Login Status Error: HTTP/1.1 405 Method Not Allowed
- <CallAPILogin>d__82:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 'filter' is null!
- Did you add the 'CapitalizationManager' to the current scene?
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- 'filter' is null!
- Did you add the 'PunctuationManager' to the current scene?
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Failed to create agent because it is not close enough to the NavMesh
- (Filename: Line: 648)
- full path | /home/willis/.config/unity3d/Eleventh Hour Games/Last Epoch/Saves/Epoch_Local_Global_Data_Beta
- GlobalSavingManager:deserialiseGlobalData(String, Boolean&)
- GlobalDataTracker:LoadGlobalDataFromDisk()
- UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
- UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
- LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
- ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject)
- PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- PreLoading Scene: A04
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Attempting Unload Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Finished Unload Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Attempting Load Scene References
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Finished Load Scene References, Time Taken: 3.183067
- LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unload scene complete
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- SceneLoader:RecursiveSceneQueueLoading()
- CharacterDataTracker:InitializeCharacter()
- CharacterDataTracker:SetupCharacterFromData(CharacterData1)
- CharacterDataTracker:LoadAndSetupCharacterFromSave(String)
- LocalCharacterSlots:InitializeSPCharacter(String, Int32)
- LocalCharacterSlots:LoadCharacterBySlotIndex(Int32)
- LocalCharacterSlots:LoadCharacterByData(CharacterData)
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 5 Unused Serialized files (Serialized files now loaded: 10)
- reactivating main camera
- CharacterPreviewManager:DeactivatePreview()
- CharacterSelect:LoadCharacterClick()
- UnityEngine.Events.UnityAction:Invoke()
- UnityEngine.Events.UnityEvent:Invoke()
- UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
- UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
- Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Joining the default global chat channel
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- AccelByte.Core.ResultCallback`1:Invoke(Result`1)
- System.Action:Invoke()
- AccelByte.Core.<RunCallbacks>d__10:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Unloading 333 unused Assets to reduce memory usage. Loaded Objects now: 702751.
- Total: 1257.027830 ms (FindLiveObjects: 41.560565 ms CreateObjectMapping: 95.813409 ms MarkObjects: 1118.424628 ms DeleteObjects: 1.228650 ms)
- Unload assets/previous scene complete
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Loading Scene A04
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- Time to load A04 4.90 s
- <LoadScene>d__32:MoveNext()
- UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
- The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing!
- (Filename: Line: 334)
- The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing!
- (Filename: Line: 334)
- Unloading 10 Unused Serialized files (Serialized files now loaded: 10)
- UnloadTime: 41.705220 ms
- Failed to create agent because it is not close enough to the NavMesh
- (Filename: Line: 648)
- Unloading 457 unused Assets to reduce memory usage. Loaded Objects now: 823947.
- Total: 1282.478694 ms (FindLiveObjects: 47.109862 ms CreateObjectMapping: 95.501279 ms MarkObjects: 1136.342071 ms DeleteObjects: 3.524786 ms)
- Shrine spawn rate multiplier from zone size | 0.9328484
- ShrinePlacementManager:Start()
- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
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