Initialize engine version: 2018.4.10f1 (a0470569e97b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 2080 Ti (ID=0x1e07)
    Vendor:   
    VRAM:     11049 MB
    Driver:   26.21.14.4166
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

OpenVR initialized!
 
(Filename:  Line: 728)

Created eye textures with a "texture array" layout.  The "single-pass instancing" stereo mode will be used.

 
(Filename:  Line: 2293)

Shader 'ZeroLab/VR_Dissolve': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
UnloadTime: 5.442700 ms
<b>[SteamVR]</b> Successfully loaded 46 actions from action manifest into SteamVR (C:/Program Files (x86)/Steam/steamapps/common/BONEWORKS/BONEWORKS/actions.json)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Valve.VR.SteamVR_Input:IdentifyActionsFile(Boolean)
Valve.VR.SteamVR:CreateInstance()
Valve.VR.SteamVR:get_instance()
Valve.VR.SteamVR_Camera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

<b>[SteamVR]</b> Initialized. Connected to oculus:1PASH9B2KG9181
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Valve.VR.SteamVR:.ctor()
Valve.VR.SteamVR:CreateInstance()
Valve.VR.SteamVR:get_instance()
Valve.VR.SteamVR_Camera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

Uploading Crash Report
NotSupportedException: To marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition.
  at Steamworks.NativeMethods.ISteamClient_SetWarningMessageHook (System.IntPtr instancePtr, Steamworks.SteamAPIWarningMessageHook_t pFunction) [0x00000] in <00000000000000000000000000000000>:0 
  at SteamManager.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Setting up 8 worker threads for Enlighten.
  Thread -> id: 3288 -> priority: 1 
  Thread -> id: 410c -> priority: 1 
  Thread -> id: 28d8 -> priority: 1 
  Thread -> id: 5368 -> priority: 1 
  Thread -> id: 27c4 -> priority: 1 
  Thread -> id: 4d54 -> priority: 1 
  Thread -> id: 501c -> priority: 1 
  Thread -> id: 7220 -> priority: 1 
oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 17.477100 ms
A Canvas named "Canvas" with a render mode of ScreenSpaceOverlay is being used while VR is also enabled. This Canvas will continue to incur a rendering cost, but will not be visible while in VR. Is this intentional?
 
(Filename:  Line: 922)


Unloading 884 unused Assets to reduce memory usage. Loaded Objects now: 26911.
Total: 24.555400 ms (FindLiveObjects: 1.190100 ms CreateObjectMapping: 1.561200 ms MarkObjects: 14.644800 ms  DeleteObjects: 7.158900 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 26916.
Total: 16.180200 ms (FindLiveObjects: 1.596600 ms CreateObjectMapping: 0.673400 ms MarkObjects: 13.868500 ms  DeleteObjects: 0.041400 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 2,548823
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 1,556234
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Preloader Camera Time 0,1995354
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Pool Manager Warmup Time 0,0184021
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Particle Pool Warmup Time 0,06363678
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

True WHATEVER THE FUCK THIS IS
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Control_mainMenuPostGame:LATESTART()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

ACH_NO_ID Unlocked achievement
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamStatsAndAchievements:UnlockAchievement(Achievement)
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
StressLevelZero.Interaction.KeyReciever:OnMagazineLocked()
StressLevelZero.Interaction.<CoWaitLockMagazine>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 33.927400 ms

Unloading 1373 unused Assets to reduce memory usage. Loaded Objects now: 26961.
Total: 32.896500 ms (FindLiveObjects: 1.614200 ms CreateObjectMapping: 1.038600 ms MarkObjects: 15.186300 ms  DeleteObjects: 15.057100 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 26966.
Total: 18.164100 ms (FindLiveObjects: 1.528600 ms CreateObjectMapping: 0.615400 ms MarkObjects: 15.978400 ms  DeleteObjects: 0.041300 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 2,225418
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 2,552826
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourCrablet:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:Investigate(Vector3, Boolean, Single)
PuppetMasta.BehaviourBaseNav:OnTriggerEnter(Collider)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:Investigate(Vector3, Boolean, Single)
PuppetMasta.BehaviourBaseNav:OnTriggerEnter(Collider)

[ line 648] 
(Filename:  Line: 648)

Pool Manager Warmup Time 0,08140564
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Particle Pool Warmup Time 0,0224762
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.Interaction.SpawnGrip:UpdateInteractionVolume()
StressLevelZero.Interaction.SpawnGrip:Update()

[ line 84] 
(Filename:  Line: 84)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.VFX.ParticleSpreadManager:SetSettings(ParticleSpread, Vector3, Vector3)
StressLevelZero.VFX.ParticleSpreadPoolManager:SpawnWithSpread(Vector3, Vector3, Vector3)
StressLevelZero.VFX.ImpactParticlePools:SpawnParticleWithSpread(Material, Vector3, Vector3, Vector3, Boolean)
StressLevelZero.Combat.ImpactProperties:ReceiveAttack(Attack)
PuppetMasta.<>c__DisplayClass35_0:<MountAttack>b__0(IAttackReceiver, BaseEventData)
System.EventHandler`1:Invoke(Object, TEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PuppetMasta.BehaviourCrablet:UpdateMount(Single)
PuppetMasta.BehaviourCrablet:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourCrablet:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 84] 
(Filename:  Line: 84)

FULL HEALTH!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Player_Health:SetFullHealth()
<CoWaitAndGoToRespawn>d__111:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Props.Prop_Health.DESTROYED () [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.TAKEDAMAGE (System.Single damage, System.Boolean crit, StressLevelZero.Combat.AttackType attackType) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.OnReceivedCollision (UnityEngine.Collision impact, System.Single relVelocitySqr, System.Boolean isStay) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor+<>c__DisplayClass1_0.<OnCollisionEnter>b__0 (StressLevelZero.Combat.ICollisonReceiver handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
  at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor.OnCollisionEnter (UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
CollisionEnterSensor:OnCollisionEnter(Collision)
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Props.Prop_Health.DESTROYED () [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.TAKEDAMAGE (System.Single damage, System.Boolean crit, StressLevelZero.Combat.AttackType attackType) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.OnReceivedCollision (UnityEngine.Collision impact, System.Single relVelocitySqr, System.Boolean isStay) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor+<>c__DisplayClass1_0.<OnCollisionEnter>b__0 (StressLevelZero.Combat.ICollisonReceiver handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
  at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor.OnCollisionEnter (UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
CollisionEnterSensor:OnCollisionEnter(Collision)
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Props.Prop_Health.DESTROYED () [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.TAKEDAMAGE (System.Single damage, System.Boolean crit, StressLevelZero.Combat.AttackType attackType) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.OnReceivedCollision (UnityEngine.Collision impact, System.Single relVelocitySqr, System.Boolean isStay) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor+<>c__DisplayClass1_0.<OnCollisionEnter>b__0 (StressLevelZero.Combat.ICollisonReceiver handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
  at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor.OnCollisionEnter (UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
CollisionEnterSensor:OnCollisionEnter(Collision)
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Props.Prop_Health.DESTROYED () [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.TAKEDAMAGE (System.Single damage, System.Boolean crit, StressLevelZero.Combat.AttackType attackType) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Props.Prop_Health.OnReceivedCollision (UnityEngine.Collision impact, System.Single relVelocitySqr, System.Boolean isStay) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor+<>c__DisplayClass1_0.<OnCollisionEnter>b__0 (StressLevelZero.Combat.ICollisonReceiver handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 
  at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 
  at CollisionEnterSensor.OnCollisionEnter (UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
CollisionEnterSensor:OnCollisionEnter(Collision)
 
(Filename: currently not available on il2cpp Line: -1)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.SFX.ImpactSFX.BluntAttack (System.Single impulse, UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.ImpactSound (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.OnCollisionEnter (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.SFX.ImpactSFX.BluntAttack (System.Single impulse, UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.ImpactSound (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.OnCollisionEnter (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.SFX.ImpactSFX.BluntAttack (System.Single impulse, UnityEngine.Collision c) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.ImpactSound (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.SFX.ImpactSFX.OnCollisionEnter (UnityEngine.Collision collision) [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.Interaction.SpawnGrip:UpdateInteractionVolume()
StressLevelZero.Interaction.SpawnGrip:Update()

[ line 84] 
(Filename:  Line: 84)

FULL HEALTH!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Player_Health:SetFullHealth()
<CoWaitAndGoToRespawn>d__111:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.Interaction.SpawnGrip:UpdateInteractionVolume()
StressLevelZero.Interaction.SpawnGrip:Update()

[ line 84] 
(Filename:  Line: 84)

Saving Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Save()
Data_Manager:DATA_SAVE(Int32)
Data_Manager:CHECKPOINT()
GameControl_Warehouse:NEXTLEVEL()
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent`1:Invoke(T0)
TriggerLasers:OnTriggerEnter(Collider)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SAVESLOT: 0  TIME:27-12-2019 00:39:27
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_SAVE(Int32)
Data_Manager:CHECKPOINT()
GameControl_Warehouse:NEXTLEVEL()
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent`1:Invoke(T0)
TriggerLasers:OnTriggerEnter(Collider)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Saving Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Save()
Data_Manager:DATA_SAVE(Int32)
Data_Manager:CHECKPOINT()
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent`1:Invoke(T0)
TriggerLasers:OnTriggerEnter(Collider)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SAVESLOT: 0  TIME:27-12-2019 00:39:27
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_SAVE(Int32)
Data_Manager:CHECKPOINT()
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent`1:Invoke(T0)
TriggerLasers:OnTriggerEnter(Collider)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 13 Unused Serialized files (Serialized files now loaded: 0)
Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
PowerSocket:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
PowerSocket:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

UnloadTime: 120.479100 ms

Unloading 2794 unused Assets to reduce memory usage. Loaded Objects now: 26997.
Total: 46.507300 ms (FindLiveObjects: 2.983900 ms CreateObjectMapping: 2.247900 ms MarkObjects: 20.256700 ms  DeleteObjects: 21.018500 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 27002.
Total: 23.226700 ms (FindLiveObjects: 2.379300 ms CreateObjectMapping: 0.794100 ms MarkObjects: 20.008100 ms  DeleteObjects: 0.044800 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

The referenced script on this Behaviour (Game Object 'col_capsule') is missing!
 
(Filename:  Line: 294)

The referenced script on this Behaviour (Game Object 'col_capsule') is missing!
 
(Filename:  Line: 294)

Scene Load Time 3,483398
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SW_4_Tunnel_Gate_Door
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SW_4_Tunnel_Gate_Door
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 9,057617
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourCrablet:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:Investigate(Vector3, Boolean, Single)
PuppetMasta.BehaviourBaseNav:OnTriggerEnter(Collider)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Pool Manager Warmup Time 0,1496582
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourPowerLegs:ProcessTargetRelativePathing(Single, Single, Single)
PuppetMasta.BehaviourPowerLegs:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourPowerLegs:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Preloader Camera Time 1,216064
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Particle Pool Warmup Time 0,06689453
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 14 Unused Serialized files (Serialized files now loaded: 0)
Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

UnloadTime: 206.377000 ms

Unloading 3127 unused Assets to reduce memory usage. Loaded Objects now: 27026.
Total: 86.483800 ms (FindLiveObjects: 4.787700 ms CreateObjectMapping: 1.443000 ms MarkObjects: 20.918600 ms  DeleteObjects: 59.334000 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 27031.
Total: 24.085100 ms (FindLiveObjects: 3.189900 ms CreateObjectMapping: 1.008300 ms MarkObjects: 19.842600 ms  DeleteObjects: 0.043900 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 0,6628418
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 1,202637
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Preloader Camera Time 0,06176758
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Pool Manager Warmup Time 0,01489258
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Particle Pool Warmup Time 0,01660156
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

True WHATEVER THE FUCK THIS IS
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Control_mainMenuPostGame:LATESTART()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

ACH_NO_ID Unlocked achievement
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamStatsAndAchievements:UnlockAchievement(Achievement)
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
StressLevelZero.Interaction.KeyReciever:OnMagazineLocked()
StressLevelZero.Interaction.<CoWaitLockMagazine>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 36.144200 ms

Unloading 1375 unused Assets to reduce memory usage. Loaded Objects now: 27033.
Total: 41.249900 ms (FindLiveObjects: 3.336700 ms CreateObjectMapping: 1.560500 ms MarkObjects: 21.596900 ms  DeleteObjects: 14.755400 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 27038.
Total: 27.009200 ms (FindLiveObjects: 3.126300 ms CreateObjectMapping: 1.504300 ms MarkObjects: 22.336400 ms  DeleteObjects: 0.041800 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 2,832275
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
Shader 'SLZ/VoidBleed': fallback shader 'False' not found
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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

NullReferenceException: Object reference not set to an instance of an object.
  at StressLevelZero.Pool.GenericPoolManager`1[T].Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.PoolSpawner.SpawnBlaster (StressLevelZero.Pool.PoolSpawner+BlasterType blasterType, UnityEngine.Vector3 Position, UnityEngine.Quaternion Direction, UnityEngine.Vector3 Scale) [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.SimpleParticleSpawner.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
 
(Filename: currently not available on il2cpp Line: -1)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourHead:OnInitiate()
PuppetMasta.BehaviourBase:Initiate()
PuppetMasta.PuppetMaster:Initiate()
PuppetMasta.PuppetMaster:Awake()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourOmniwheel:SwitchMentalState(MentalState)
PuppetMasta.BehaviourBaseNav:OnInitiate()
PuppetMasta.BehaviourOmniwheel:OnInitiate()
PuppetMasta.BehaviourBase:Initiate()
PuppetMasta.PuppetMaster:Initiate()
PuppetMasta.PuppetMaster:Awake()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.Weapons.SpawnGun:Start()

[ line 648] 
(Filename:  Line: 648)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 5,484131
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourCrablet:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

"ResetPath" can only be called on an active agent that has been placed on a NavMesh.
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCB2A32A (UnityPlayer) 
0x00007FF9D7A715FE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7C46522 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF1569 (UnityPlayer) UnityMain
0x00007FF9DCFF0ECB (UnityPlayer) UnityMain
0x00007FF9DCFF10FA (UnityPlayer) UnityMain
0x00007FF9DD019B9B (UnityPlayer) UnityMain
0x00007FF9DCD31342 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D7AF87E3 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D79E94CA (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 786)

Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at PuppetMasta.BehaviourHead.OnReactivate (System.Int32 phase) [0x00000] in <00000000000000000000000000000000>:0 
  at PuppetMasta.PuppetMaster.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 
  at StressLevelZero.Pool.Pool.Spawn (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Nullable`1[T] scale, System.Nullable`1[T] autoEnable) [0x00000] in <00000000000000000000000000000000>:0 
  at SceneLoader+<LoadLevel>d__53.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: currently not available on il2cpp Line: -1)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourOmniwheel:SwitchMentalState(MentalState)
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourCrablet:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:Investigate(Vector3, Boolean, Single)
PuppetMasta.BehaviourBaseNav:OnTriggerEnter(Collider)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:Investigate(Vector3, Boolean, Single)
PuppetMasta.BehaviourBaseNav:OnTriggerEnter(Collider)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:ReturnToPreAgro()
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Pool Manager Warmup Time 0,1223145
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourPowerLegs:ProcessTargetRelativePathing(Single, Single, Single)
PuppetMasta.BehaviourPowerLegs:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourPowerLegs:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:ReturnToPreAgro()
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:ReturnToPreAgro()
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Particle Pool Warmup Time 0,05981445
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Preloader Camera Time 0,8173828
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 16 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 115.137500 ms

Unloading 1845 unused Assets to reduce memory usage. Loaded Objects now: 27064.
Total: 59.808400 ms (FindLiveObjects: 5.027100 ms CreateObjectMapping: 1.776900 ms MarkObjects: 25.348900 ms  DeleteObjects: 27.655200 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 27069.
Total: 28.863900 ms (FindLiveObjects: 3.332300 ms CreateObjectMapping: 1.360500 ms MarkObjects: 24.130400 ms  DeleteObjects: 0.040300 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 0,6496582
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 0,8125
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Preloader Camera Time 0,05444336
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Pool Manager Warmup Time 0,02001953
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Particle Pool Warmup Time 0,01806641
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

True WHATEVER THE FUCK THIS IS
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Control_mainMenuPostGame:LATESTART()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

ACH_NO_ID Unlocked achievement
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamStatsAndAchievements:UnlockAchievement(Achievement)
Valve.VR._HideKeyboard:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
StressLevelZero.Interaction.KeyReciever:OnMagazineLocked()
StressLevelZero.Interaction.<CoWaitLockMagazine>d__40:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Unloading 7 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 34.877500 ms

Unloading 1374 unused Assets to reduce memory usage. Loaded Objects now: 27073.
Total: 46.761600 ms (FindLiveObjects: 3.218900 ms CreateObjectMapping: 1.437600 ms MarkObjects: 27.494200 ms  DeleteObjects: 14.610300 ms)

Cannot set field of view on camera with name 'Main Camera' while VR is enabled.
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 4189] 
(Filename:  Line: 4189)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 27078.
Total: 32.143500 ms (FindLiveObjects: 3.148500 ms CreateObjectMapping: 1.322000 ms MarkObjects: 27.610600 ms  DeleteObjects: 0.061900 ms)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
 
(Filename:  Line: 388)

To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations
 
(Filename:  Line: 390)

Scene Load Time 3,669678
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Shader 'SLZ/VoidBleed': fallback shader 'False' not found
Shader 'SLZ/VR_Triplanar': fallback shader '1' not found
Shader 'SLZ/ShadowOnly': fallback shader 'False' not found
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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Zones.ZoneSpawner:Awake()

[ line 648] 
(Filename:  Line: 648)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Props.ObjectDestructable:Awake()

[ line 648] 
(Filename:  Line: 648)

[Valve Camera] Adaptive Quality:
1.  1583x1752 0,65
2.  1770x1959 0,7267221
3.  1979x2190 0,8124999
4.  2212x2449 0,9084025
5.  2474x2738 1,015625 (Default)
6.  2766x3061 1,135503
7.  3092x3422 1,269531
8.  3457x3826 1,419379

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:InitializeAdaptiveQualityScale()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Switching LOD Bias from 1 to 2,298509
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ValveCamera:ChangeLODBias()
ValveCamera:OnEnable()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

0,02734375 start seconds spent on IgnoreHierarchy due to large hierarchy: 291
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DD05B82E (UnityPlayer) UnityMain
0x00007FF9D836CD0F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D8200CA2 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D75F8AC8 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF2125 (UnityPlayer) UnityMain
0x00007FF9DCFF27EE (UnityPlayer) UnityMain
0x00007FF9DCFF18B9 (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Cannot set field of view on camera with name 'Preloading Camera 0' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 1' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 2' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 3' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 4' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

Cannot set field of view on camera with name 'Preloading Camera 5' while VR is enabled.
PreloadLevel:MakeWarmupCameras()
PreloadLevel:InitializeWarmupCameras()

[ line 4189] 
(Filename:  Line: 4189)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door02_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

You probably need a RigidBody on DoorControl.cs for: SM_Door06_LOD0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DoorControl:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Loading Ammo 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Data.AmmoData:Load()
Data_Manager:Start()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Scene Startup Execution Time 14,6228
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Right
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

oculus/1PASH9B2KG9181_Controller_Left
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
StressLevelZero.Rig.Controller:GetWristInfo()
StressLevelZero.Rig.Controller:OnVrFixedUpdate(TrackedDevicePose_t[])
StressLevelZero.Rig.SteamControllerRig:OnFixedUpdate()
StressLevelZero.Rig.RigManager:FixedUpdate()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

SETTING PROFILE 0 TO BODY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Data_Manager:DATA_PROFILE_SET(Int32)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourPowerLegs:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourOmniwheel:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:ClearPath()
PuppetMasta.BehaviourBaseNav:OnReactivate(Int32)
PuppetMasta.BehaviourCrablet:OnReactivate(Int32)
PuppetMasta.PuppetMaster:OnEnable()
StressLevelZero.Pool.Pool:Spawn(Vector3, Quaternion, Nullable`1, Nullable`1)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

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)
StressLevelZero.Pool.Pool:InstantiatePoolee(Vector3, Quaternion)
StressLevelZero.Pool.Pool:Warmup()
StressLevelZero.Pool.Poolee:Start()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
UnityEngine.AI.NavMeshAgent:Warp(Vector3)
PuppetMasta.BehaviourBaseNav:SetPath(Vector3)
PuppetMasta.BehaviourOmniwheel:AiTick()
PuppetMasta.BehaviourBaseNav:OnUpdate()
PuppetMasta.BehaviourOmniwheel:OnUpdate()
PuppetMasta.BehaviourBase:Update()

[ line 648] 
(Filename:  Line: 648)

Pool Manager Warmup Time 0,6657715
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Failed to create agent because it is not close enough to the NavMesh
 
(Filename:  Line: 648)

Particle Pool Warmup Time 0,1479492
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadLevel>d__53:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Preloader Camera Time 2,280518
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<>c__DisplayClass53_0:<LoadLevel>b__1()
Valve.VR._HideKeyboard:Invoke()
<LocationWarmer>d__20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Coroutine couldn't be started because the the game object 'targetGrip' is inactive!
0x00007FF9DCCBC74C (UnityPlayer) 
0x00007FF9DCCBF55F (UnityPlayer) 
0x00007FF9DCCAC2FD (UnityPlayer) 
0x00007FF9DD2DA7B7 (UnityPlayer) UnityMain
0x00007FF9DCFF33BB (UnityPlayer) UnityMain
0x00007FF9DD04AF17 (UnityPlayer) UnityMain
0x00007FF9D782B7DE (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78AFA62 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D78A554F (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7435A7C (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFE820C (UnityPlayer) UnityMain
0x00007FF9DCFF1686 (UnityPlayer) UnityMain
0x00007FF9DCFF2A7A (UnityPlayer) UnityMain
0x00007FF9DCD3157F (UnityPlayer) UnityMain
0x00007FF9DCD314E7 (UnityPlayer) UnityMain
0x00007FF9DCD31331 (UnityPlayer) UnityMain
0x00007FF9DCD34D17 (UnityPlayer) UnityMain
0x00007FF9D761BD77 (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D826085E (GameAssembly) UseUnityPalForTimeZoneInformation
0x00007FF9D7403BA6 (GameAssembly) il2cpp_value_box
0x00007FF9D752D122 (GameAssembly) il2cpp_get_exception_argument_null
0x00007FF9DCFD8F25 (UnityPlayer) UnityMain
0x00007FF9DCFE80F0 (UnityPlayer) UnityMain
0x00007FF9DCFF00BA (UnityPlayer) UnityMain
0x00007FF9DCDD5F52 (UnityPlayer) UnityMain
0x00007FF9DCF017E7 (UnityPlayer) UnityMain
0x00007FF9DCF01889 (UnityPlayer) UnityMain
0x00007FF9DCF0383F (UnityPlayer) UnityMain
0x00007FF9DCCDC9D5 (UnityPlayer) 
0x00007FF9DCCDB31A (UnityPlayer) 
0x00007FF9DCCDFFA6 (UnityPlayer) 
0x00007FF9DCCE412B (UnityPlayer) UnityMain
0x00007FF7A1FC11FA (BONEWORKS) 
0x00007FFA4D257974 (KERNEL32) BaseThreadInitThunk
0x00007FFA4D44A271 (ntdll) RtlUserThreadStart
 
(Filename:  Line: 783)

Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
StressLevelZero.Interaction.SpawnGrip:UpdateInteractionVolume()
StressLevelZero.Interaction.SpawnGrip:Update()

[ line 84] 
(Filename:  Line: 84)

Uploading Crash Report
Uploading Crash Report
Uploading Crash Report
Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

Manager_Circuit.cs: Needs at least 1 electronics
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Manager_Circuit:CurrentOnOff(Boolean)
Manager_Circuit:OnDestroy()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 45)

OpenVR Shutdown
 
(Filename:  Line: 1456)

