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- Initialize engine version: 5.4.1p3 (1b587b7935dc)
- GfxDevice: creating device client; threaded=1
- Direct3D:
- Version: Direct3D 9.0c [nvd3dum.dll 22.21.13.8189]
- Renderer: NVIDIA GeForce GTX 970
- Vendor: NVIDIA
- VRAM: 3072 MB (via DXGI)
- Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1
- Begin MonoManager ReloadAssembly
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Assembly-CSharp.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.UI.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Ionic.Zip.Reduced.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Ionic.Zip.Reduced.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Newtonsoft.Json.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\TcpClientImplementation.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\TcpClientImplementation.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\BouncyCastle.Crypto.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\BouncyCastle.Crypto.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\XInputDotNetPure.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\XInputDotNetPure.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\SonyPS4CommonDialog.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\SonyPS4CommonDialog.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\SonyVitaCommonDialog.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\SonyVitaCommonDialog.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\FullSerializer - Unity.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\FullSerializer - Unity.dll into Unity Child Domain
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Mono.CSharp.dll (this message is harmless)
- Loading Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Mono.CSharp.dll into Unity Child Domain
- - Completed reload, in 0.049 seconds
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.Core.dll (this message is harmless)
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.dll (this message is harmless)
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.Xml.dll (this message is harmless)
- <RI> Initializing input.
- <RI> Input initialized.
- desktop: 2560x1440 59Hz; virtual: 4480x1440 at 0,0
- <RI> Initialized touch support.
- UnloadTime: 0.709222 ms
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\Mono.Security.dll (this message is harmless)
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.Configuration.dll (this message is harmless)
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.Xml.Linq.dll (this message is harmless)
- Platform assembly: Q:\program\steamapps\common\GUNS UP\GUNS UP_Data\Managed\System.Runtime.Serialization.dll (this message is harmless)
- Config Loaded
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
- Shader 'Hidden/FXAA Preset 2': fallback shader 'Hidden/FXAA II' not found
- UnloadTime: 2.579902 ms
- InputType has changed to Mouse
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 3925.
- Total: 1.567767 ms (FindLiveObjects: 0.131755 ms CreateObjectMapping: 0.276812 ms MarkObjects: 1.141380 ms DeleteObjects: 0.017316 ms)
- Caught exception while deserializing data.
- System.NotImplementedException: The requested feature is not implemented.
- at Pathfinding.Serialization.AstarSerializer.OpenDeserialize (System.Byte[] bytes) [0x00000] in <filename unknown>:0
- at Pathfinding.AstarData.DeserializeGraphs (System.Byte[] bytes) [0x00000] in <filename unknown>:0
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Shader 'Hidden/FXAA Preset 2 Trans': fallback shader 'Hidden/FXAA II' not found
- Shader 'GunsUp/Vertex Colored/VColorUnlit_2AlphaBlendTrans': fallback shader 'Transparent/VertexLit' not found
- The referenced script on this Behaviour (Game Object 'Background') is missing!
- (Filename: Line: 1656)
- The referenced script on this Behaviour (Game Object 'Backdrop') is missing!
- (Filename: Line: 1656)
- The referenced script on this Behaviour (Game Object 'Backdrop') is missing!
- (Filename: Line: 1656)
- The referenced script on this Behaviour (Game Object 'Backdrop') is missing!
- (Filename: Line: 1656)
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- You can't place widgets on a layer different than the UIPanel that manages them.
- If you want to move widgets to a different layer, parent them to a new panel instead.
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 2 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Medic_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 3 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Shader 'GunsUp/Vertex Colored/VColorUnlit_Shadow': fallback shader 'Transparent/VertexLit' not found
- Shader 'GunsUp/Vertex Colored/VColorUnlit_2AlphaBlendTransNoCull': fallback shader 'Transparent/VertexLit' not found
- Shader 'GunsUp/Vertex Colored/VColorUnlit_AlphaGradientFade': fallback shader 'Transparent/VertexLit' not found
- Unloading 4 Unused Serialized files (Serialized files now loaded: 130)
- Unloading 2289 unused Assets to reduce memory usage. Loaded Objects now: 404065.
- Total: 528.758240 ms (FindLiveObjects: 28.501646 ms CreateObjectMapping: 16.457417 ms MarkObjects: 454.466858 ms DeleteObjects: 29.331329 ms)
- 025178 Total
- - 000000 [Bottleneck] LoadUserHeadQuarters waiting on Service.Catalog to begin
- - 013642 [Bottleneck] CreatePlayerStyleData waiting on Service.Styles to finish
- - 000000 [Bottleneck] CreatePlayerStyleData waiting on Service.Progression to finish
- - 000000 [Bottleneck] CreateAllianceBanner waiting on Service.Alliance to finish
- - 003452 [Bottleneck] Headquarters Layout waiting on PostprocessInventory to finish
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- BootProfile = 037564 Total
- - 000219 [Bottleneck] TutorialCheck waiting on Service.Tutorial to finish
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- There is no Root Bone assigned on the Skinned Mesh Renderer of: CHR_Truck_Gunner_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 2 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 3 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 4 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 2 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_MG_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 3 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 4 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 2 in use, spawning new: CHR_MG_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 3 in use, spawning new: CHR_MG_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 4 in use, spawning new: CHR_MG_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 5 in use, spawning new: CHR_MG_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 5 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 6 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 7 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 8 in use, spawning new: CHR_Sniper_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 5 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 6 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 7 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 8 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 9 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 10 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 11 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 12 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 13 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 14 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Medic_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 2 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 3 in use, spawning new: CHR_Sharpshooter_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 15 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 16 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 17 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 18 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 19 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 20 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Coroutine couldn't be started because the the game object 'Scarecrow(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'RallyFlag(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Missile(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object '{ControllerLabelVisibility}' is inactive!
- (Filename: Line: 738)
- Avatar pool exhausted, 21 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 22 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 23 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 24 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 25 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 26 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 27 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 28 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 29 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 30 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Avatar pool exhausted, 31 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 32 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 33 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 34 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 35 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 36 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 37 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 38 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 39 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 40 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Avatar pool exhausted, 41 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Sergeant_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 1 in use, spawning new: CHR_Grenade_Launcher_Light_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 42 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 43 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 44 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 45 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 46 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 47 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 48 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 49 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 50 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Coroutine couldn't be started because the the game object 'Target(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- GfxDevice: creating device client; threaded=1
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Avatar pool exhausted, 51 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 52 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- Avatar pool exhausted, 53 in use, spawning new: CHR_Rifleman_PF
- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
- GfxDevice: creating device client; threaded=1
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- GfxDevice: creating device client; threaded=1
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'RallyFlag(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Coroutine couldn't be started because the the game object 'Munitions(Clone)' is inactive!
- (Filename: Line: 738)
- Setting up 2 worker threads for Enlighten.
- Thread -> id: 154c -> priority: 1
- Thread -> id: 8b0 -> priority: 1
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
- (Filename: Line: 1445)
- NullReferenceException
- at (wrapper managed-to-native) UnityEngine.Behaviour:set_enabled (bool)
- at GlobalDynamicGround.SetDirty () [0x00000] in <filename unknown>:0
- at GameMode.OnDisable () [0x00000] in <filename unknown>:0
- (Filename: Line: -1)
- NullReferenceException
- at (wrapper managed-to-native) UnityEngine.Renderer:set_enabled (bool)
- at VFX_Manager.Pool (Int32 meshID) [0x00000] in <filename unknown>:0
- at VertexProjector.OnDestroy () [0x00000] in <filename unknown>:0
- (Filename: Line: -1)
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