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  1. Desktop is 1920 x 1080 @ 60 Hz
  2. Initialize engine version: 2018.2.5f1 (3071d1717b71)
  3. GfxDevice: creating device client; threaded=1
  4. Renderer: GeForce GTX 980 Ti/PCIe/SSE2
  5. Vendor: NVIDIA Corporation
  6. Version: 4.5.0 NVIDIA 415.27
  7. GLES: 0
  8. GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
  9. t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
  10. ng_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
  11. RB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_t
  12. ranspose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
  13. GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_
  14. object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_ras
  15. ter GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_renderi
  16. ng GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_pro
  17. gram3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
  18. OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 55286808
  19. Begin MonoManager ReloadAssembly
  20. - Completed reload, in 0.045 seconds
  21. Default vsync count 0
  22. requesting resize 1920 x 1080
  23. Using native desktop resolution 1920 x 1080
  24. requesting fullscreen 1920 x 1080 at 0 Hz
  25. Desktop is 1920 x 1080 @ 60 Hz
  26. -------- GLSL link error: Fragment info
  27. -------------
  28. Internal error: assembly compile error for fragment shader at offset 1054:
  29. -- error message --
  30. line 32, column 9: error: invalid parameter array size
  31. line 39, column 35: error: out of bounds array access
  32. line 42, column 15: error: out of bounds array access
  33. line 44, column 15: error: out of bounds array access
  34. line 48, column 33: error: out of bounds array access
  35. line 49, column 33: error: out of bounds array access
  36. line 50, column 33: error: out of bounds array access
  37. line 64, column 15: error: out of bounds array access
  38. line 80, column 15: error: out of bounds array access
  39. line 81, column 15: error: out of bounds array access
  40. line 82, column 15: error: out of bounds array access
  41. line 96, column 13: error: out of bounds array access
  42. line 101, column 13: error: out of bounds array access
  43. line 122, column 16: error: out of bounds array access
  44. -- internal assembly text --
  45. !!NVfp5.0
  46. OPTION NV_internal;
  47. OPTION NV_gpu_program_fp64;
  48. OPTION NV_bindless_texture;
  49. # cgc version 3.4.0001, build date Dec 20 2018
  50. # command line args:
  51. #vendor NVIDIA Corporation
  52. #version 3.4.0.1 COP Build Date Dec 20 2018
  53. #profile gp5fp
  54. #program main
  55. #semantic _GoodColor
  56. #semantic _CautionColor
  57. #semantic _CriticalColor
  58. #semantic _GoodThreshold
  59. #semantic _CautionThreshold
  60. #semantic Average
  61. #semantic GraphValues
  62. #semantic GraphValues_Length
  63. #semantic _MainTex
  64. #var float4 _GoodColor : : c[512] : -1 : 1
  65. #var float4 _CautionColor : : c[513] : -1 : 1
  66. #var float4 _CriticalColor : : c[514] : -1 : 1
  67. #var float _GoodThreshold : : c[515] : -1 : 1
  68. #var float _CautionThreshold : : c[516] : -1 : 1
  69. #var float Average : : c[517] : -1 : 1
  70. #var float GraphValues[0] : : c[0], 512 : -1 : 1
  71. #var float GraphValues_Length : : c[518] : -1 : 1
  72. #var ulong _MainTex : : c[519] : -1 : 1
  73. #var float4 vs_COLOR0 : $vin.ATTR0 : ATTR0 : -1 : 1
  74. #var float2 vs_TEXCOORD0 : $vin.ATTR1 : ATTR1 : -1 : 1
  75. #var float4 SV_Target0 : $vout.COL0 : COL0[0] : -1 : 1
  76. PARAM c[1040] = { program.local[0..1039] };
  77. ATTRIB fragment_attrib[] = { fragment.attrib[0..1] };
  78. TEMP R0, R1, R2, R3;
  79. LONG TEMP D0;
  80. TEMP T;
  81. TEMP RC, HC;
  82. OUTPUT result_color0 = result.color;
  83. MUL.F R0.x, fragment.attrib[1], c[518];
  84. FLR.F R1.x, R0;
  85. TRUNC.U R3.z, R1.x;
  86. MOV.F R1.x, c[515];
  87. MOV.S R1.z, R3;
  88. MOV.F R1.y, c[516].x;
  89. SLT.F R2.xy, R1, c[R1.z].x;
  90. TRUNC.U R3.xy, R2;
  91. MOV.U.CC RC.x, R3.y;
  92. MUL.F R0, fragment.attrib[0], c[512];
  93. MUL.F R1, fragment.attrib[0], c[513];
  94. MUL.F R2, fragment.attrib[0], c[514];
  95. IF NE.x;
  96. ELSE;
  97. MOV.F R1, R2;
  98. ENDIF;
  99. MOV.U.CC RC.x, R3;
  100. IF NE.x;
  101. ELSE;
  102. MOV.F R0, R1;
  103. ENDIF;
  104. MOV.S R1.y, R3.z;
  105. DIV.F R1.x, fragment.attrib[1].y, c[R1.y].x;
  106. SLT.F R1.z, c[R1.y].x, fragment.attrib[1].y;
  107. MUL.F R1.x, R0.w, R1;
  108. ADD.F R1.w, c[518].x, {-1, 0, 0, 0}.x;
  109. ADD.F R1.y, -fragment.attrib[1], c[R1.y].x;
  110. DIV.F R1.w, {4, 0, 0, 0}.x, R1.w;
  111. SLT.F R1.w, R1, R1.y;
  112. TRUNC.U.CC HC.x, R1.w;
  113. MUL.F R1.x, R1, {0.300000012, 0, 0, 0};
  114. TRUNC.U R1.y, R1.z;
  115. IF NE.x;
  116. MOV.F R0.w, R1.x;
  117. ELSE;
  118. ENDIF;
  119. MOV.U.CC RC.x, R1.y;
  120. IF NE.x;
  121. MOV.F R0.w, {0, 0, 0, 0}.x;
  122. ELSE;
  123. ENDIF;
  124. MOV.F R1.x, c[517];
  125. MOV.F R1.z, c[515].x;
  126. MOV.F R1.y, c[516].x;
  127. ADD.F R2.xyz, R1, {-0.0199999996, 0, 0, 0}.x;
  128. SLT.F R1.xyz, fragment.attrib[1].y, R1;
  129. SLT.F R2.xyz, R2, fragment.attrib[1].y;
  130. TRUNC.U R1.xyz, R1;
  131. TRUNC.U R2.xyz, R2;
  132. AND.U R1.xyz, R2, R1;
  133. MOV.U.CC RC.x, R1;
  134. IF NE.x;
  135. MOV.F R0, {1, 0, 0, 0}.x;
  136. ELSE;
  137. ENDIF;
  138. MOV.U.CC RC.x, R1.y;
  139. IF NE.x;
  140. MOV.F R0, c[513];
  141. ELSE;
  142. ENDIF;
  143. MOV.U.CC RC.x, R1.z;
  144. IF NE.x;
  145. MOV.F R0, c[512];
  146. ELSE;
  147. ENDIF;
  148. ADD.F R1.xy, -fragment.attrib[1].x, {0.0299999993, 1, 0, 0};
  149. SLT.F R1.z, {0.970000029, 0, 0, 0}.x, fragment.attrib[1].x;
  150. TRUNC.U.CC HC.x, R1.z;
  151. MAD.F R1.x, -R1, {33.3333359, 1, 0, 0}, {33.3333359, 1, 0, 0}.y;
  152. MUL.F R1.y, R1, {33.3333359, 0, 0, 0}.x;
  153. MUL.F R1.xy, R0.w, R1;
  154. IF NE.x;
  155. MOV.F R0.w, R1.y;
  156. ELSE;
  157. ENDIF;
  158. SLT.F R1.y, fragment.attrib[1].x, {0.0299999993, 0, 0, 0}.x;
  159. TRUNC.U.CC HC.x, R1.y;
  160. IF NE.x;
  161. MOV.F R1.w, R1.x;
  162. ELSE;
  163. MOV.F R1.w, R0;
  164. ENDIF;
  165. MOV.F R1.xyz, R0;
  166. PK64.U D0.x, c[519];
  167. TEX.F R0, fragment.attrib[1], handle(D0.x), 2D;
  168. MUL.F R0, R1, R0;
  169. MOV.F result_color0.w, R0;
  170. MUL.F result_color0.xyz, R0.w, R0;
  171. END
  172. # 88 instructions, 4 R-regs, 1 D-regs
  173.  
  174.  
  175.  
  176.  
  177. (Filename: Line: 657)
  178.  
  179. Note: Creation of internal variant of shader 'Graphy/Graph Standard' failed.
  180. Failed setting thread niceness (priority) to 0 due to EACCES (errno 13) violation. Lowering niceness (raising priority) requires CAP_SYS_NICE or superuser.
  181.  
  182. (Filename: Line: 127)
  183.  
  184. UnloadTime: 0.310000 ms
  185. Facepunch.Steamworks Unity: LinuxPlayer
  186. Facepunch.Steamworks Os: Linux
  187. Facepunch.Steamworks Arch: x64
  188. Steam Initialized: [Linux] LiamD / 76561197987942764
  189.  
  190. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  191.  
  192. Matching resolution at index 30: 1920x1080@60
  193.  
  194. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  195.  
  196. Fullscreen mode is matching selected
  197.  
  198. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  199.  
  200. Width is matching selected
  201.  
  202. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  203.  
  204. Height is matching selected
  205.  
  206. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  207.  
  208. Screen mode is not being changed to prevent flickering
  209.  
  210. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  211.  
  212. Setting up 4 worker threads for Enlighten.
  213. Thread -> id: 7f4e64a45700 -> priority: 1
  214. Thread -> id: 7f4e53fff700 -> priority: 1
  215. Thread -> id: 7f4e537fe700 -> priority: 1
  216. Thread -> id: 7f4e52ffd700 -> priority: 1
  217. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  218.  
  219. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  220.  
  221. LOADING - /home/liam/.config/unity3d/Gampixi/HA_CK/progress.hck
  222.  
  223. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  224.  
  225. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  226.  
  227. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  228.  
  229. Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
  230. UnloadTime: 1.906000 ms
  231.  
  232. Unloading 13 unused Assets to reduce memory usage. Loaded Objects now: 2786.
  233. Total: 13.749000 ms (FindLiveObjects: 0.700000 ms CreateObjectMapping: 0.040000 ms MarkObjects: 12.953000 ms DeleteObjects: 0.056000 ms)
  234.  
  235. Matching resolution at index 30: 1920x1080@60
  236.  
  237. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  238.  
  239. Fullscreen mode is matching selected
  240.  
  241. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  242.  
  243. Width is matching selected
  244.  
  245. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  246.  
  247. Height is matching selected
  248.  
  249. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  250.  
  251. Screen mode is not being changed to prevent flickering
  252.  
  253. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  254.  
  255. Fullscreen mode is matching selected
  256.  
  257. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  258.  
  259. Width is matching selected
  260.  
  261. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  262.  
  263. Height is matching selected
  264.  
  265. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  266.  
  267. Screen mode is not being changed to prevent flickering
  268.  
  269. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  270.  
  271. Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
  272. UnloadTime: 7.104000 ms
  273.  
  274. Unloading 100 unused Assets to reduce memory usage. Loaded Objects now: 7847.
  275. Total: 12.618000 ms (FindLiveObjects: 0.969000 ms CreateObjectMapping: 0.077000 ms MarkObjects: 11.094000 ms DeleteObjects: 0.477000 ms)
  276.  
  277. Fullscreen mode is matching selected
  278.  
  279. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  280.  
  281. Width is matching selected
  282.  
  283. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  284.  
  285. Height is matching selected
  286.  
  287. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  288.  
  289. Screen mode is not being changed to prevent flickering
  290.  
  291. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  292.  
  293. Attempting to grant achievement: WATCH_YOUR_STEP
  294.  
  295. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  296.  
  297. Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
  298. UnloadTime: 10.162000 ms
  299.  
  300. Unloading 47 unused Assets to reduce memory usage. Loaded Objects now: 7851.
  301. Total: 11.621000 ms (FindLiveObjects: 0.830000 ms CreateObjectMapping: 0.079000 ms MarkObjects: 10.493000 ms DeleteObjects: 0.218000 ms)
  302.  
  303. Attempting to grant achievement: CROSSING_AIRGAPS
  304.  
  305. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  306.  
  307. Attempting to grant achievement: CROSSING_AIRGAPS
  308.  
  309. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  310.  
  311. Adding score REBOOT/74921 to local score dictionary
  312.  
  313. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  314.  
  315. No score saved for this level.
  316.  
  317. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  318.  
  319. Submitting score: REBOOT : 74921
  320.  
  321. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  322.  
  323. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  324.  
  325. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  326.  
  327. SAVING - Path is /home/liam/.config/unity3d/Gampixi/HA_CK/progress.hck
  328.  
  329. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  330.  
  331. Saving scores...
  332.  
  333. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  334.  
  335. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  336.  
  337. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  338.  
  339. Score submitted: 0 to 14
  340.  
  341. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  342.  
  343. Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
  344. UnloadTime: 9.380000 ms
  345.  
  346. Unloading 145 unused Assets to reduce memory usage. Loaded Objects now: 4772.
  347. Total: 16.380000 ms (FindLiveObjects: 1.054000 ms CreateObjectMapping: 0.076000 ms MarkObjects: 13.740000 ms DeleteObjects: 1.509000 ms)
  348.  
  349. Attempting to grant achievement: CROSSING_AIRGAPS
  350.  
  351. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  352.  
  353. Attempting to grant achievement: CROSSING_AIRGAPS
  354.  
  355. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  356.  
  357. Attempting to grant achievement: CROSSING_AIRGAPS
  358.  
  359. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  360.  
  361. Adding score TRAVELLER/155602 to local score dictionary
  362.  
  363. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  364.  
  365. No score saved for this level.
  366.  
  367. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  368.  
  369. Submitting score: TRAVELLER : 155602
  370.  
  371. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  372.  
  373. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  374.  
  375. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  376.  
  377. SAVING - Path is /home/liam/.config/unity3d/Gampixi/HA_CK/progress.hck
  378.  
  379. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  380.  
  381. Saving scores...
  382.  
  383. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  384.  
  385. Persistent data path is /home/liam/.config/unity3d/Gampixi/HA_CK
  386.  
  387. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  388.  
  389. Score submitted: 0 to 7
  390.  
  391. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  392.  
  393. Unloading 8 Unused Serialized files (Serialized files now loaded: 0)
  394. UnloadTime: 3.926000 ms
  395.  
  396. Unloading 110 unused Assets to reduce memory usage. Loaded Objects now: 5381.
  397. Total: 11.471000 ms (FindLiveObjects: 0.833000 ms CreateObjectMapping: 0.051000 ms MarkObjects: 10.216000 ms DeleteObjects: 0.371000 ms)
  398.  
  399. Matching resolution at index 30: 1920x1080@60
  400.  
  401. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  402.  
  403. Fullscreen mode is matching selected
  404.  
  405. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  406.  
  407. Width is matching selected
  408.  
  409. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  410.  
  411. Height is matching selected
  412.  
  413. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  414.  
  415. Screen mode is not being changed to prevent flickering
  416.  
  417. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  418.  
  419. Fullscreen mode is matching selected
  420.  
  421. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  422.  
  423. Width is matching selected
  424.  
  425. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  426.  
  427. Height is matching selected
  428.  
  429. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  430.  
  431. Screen mode is not being changed to prevent flickering
  432.  
  433. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  434.  
  435. Fullscreen mode is matching selected
  436.  
  437. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  438.  
  439. Width is matching selected
  440.  
  441. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  442.  
  443. Height is matching selected
  444.  
  445. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
  446.  
  447. Screen mode is not being changed to prevent flickering
  448.  
  449. (Filename: ./Runtime/Export/Debug.bindings.h Line: 43)
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