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Output Log

The document outlines the initialization and loading processes for a game titled 'Cat Quest III', detailing paths for Mono and graphics settings, as well as issues with missing scripts and NavMesh agents. It includes debug information regarding controller assignments and memory management during the loading of game assets. Multiple instances of failures to create agents due to proximity to the NavMesh are noted, alongside achievement settings and UI updates.

Uploaded by

marcifervenza68
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
45 views575 pages

Output Log

The document outlines the initialization and loading processes for a game titled 'Cat Quest III', detailing paths for Mono and graphics settings, as well as issues with missing scripts and NavMesh agents. It includes debug information regarding controller assignments and memory management during the loading of game assets. Multiple instances of failures to create agents due to proximity to the NavMesh are noted, alongside achievement settings and UI updates.

Uploaded by

marcifervenza68
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Mono path[0] = 'C:/Games/CatQuest_Purribean/Cat Quest III_Data/Managed'

Mono config path = 'C:/Games/CatQuest_Purribean/MonoBleedingEdge/etc'


[Physics::Module] Initialized MultithreadedJobDispatcher with 15 workers.
Initialize engine version: 2022.3.14f1 (eff2de9070d8)
[Subsystems] Discovering subsystems at path C:/Games/CatQuest_Purribean/Cat Quest
III_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3070 (ID=0x2488)
Vendor: NVIDIA
VRAM: 3072 MB
Driver: 32.0.15.7216
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 5.258 seconds
- Finished resetting the current domain, in 0.002 seconds
<RI> Initializing input.
New input system (experimental) initialized
Using [Link]
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 3.350800 ms
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
[Framework] ===== Awake Main
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
start wall depth 10
Load called for path cq3_save0.dat
Load called for path cq3_settings.dat
Load called for path cq3_keybinds.dat
Load called for path cq3_autosave0.dat
SteamworksPlatform - OnEnable
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
Unloading 5 Unused Serialized files (Serialized files now loaded: 265)
UnloadTime: 7.908900 ms
Unloading 576 unused Assets to reduce memory usage. Loaded Objects now: 17977.
Total: 11.928000 ms (FindLiveObjects: 0.968500 ms CreateObjectMapping: 0.347200 ms
MarkObjects: 10.067100 ms DeleteObjects: 0.544700 ms)

Failed to create agent because there is no valid NavMesh


Buffer count: 34
Prewarming Inventory Panel
No overrides found ... will be using default settings.
Updating CameraPresetUICanvases
[Map UI Tool] --- Assigning Map Text Map UI material
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Framework] ===== Initialize Pool
Load called for path cq3_save0.dat
Load called for path cq3_save1.dat
Load called for path cq3_save2.dat
Load called for path cq3_save3.dat
Load called for path cq3_save4.dat
Load called for path cq3_save5.dat
Load called for path cq3_autosave0.dat
Load called for path cq3_autosave0.dat
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Load called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading TitleScene
[ Scene Change Progress ] ------ All UnLoading Completed
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading MainOverworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
Tweens capacity has been increased from 400 to 800. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 800 to 1600. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 1600 to 3200. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 3200 to 6400. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 6400 to 12800. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
grid num 2
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
grid num 1
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
grid num 2
grid num 1
grid num 2
grid num 1
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
DESPAWNING!!!!
charging is false
grid num 2
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
grid num 1
Save called for path cq3_autosave0.dat
grid num 2
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
Recreating render texture for Map UI
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 1
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (2)"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_01
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_03/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_01/QuestObject_GateUp_ToDiningHall/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_01/QuestObject_GateUp_ToDiningHall/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_01/QuestObject_GateUp_ToDiningHall/
Gate/Castle_Gate (2)"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Chest Level: 60
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 60
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Updating CameraPresetUICanvases
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Chest Level: 60
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_01
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (2)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_Loop (SoundData)
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Critical (SoundData)
Ran out of audio sources ... sound to play: Skeleton_chatter (SoundData)
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Updating CameraPresetUICanvases
awarded keys
awarded keys
Chest Level: 60
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_01
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_01
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Dungeon Twin Castle 01!
Save called for path cq3_autosave0.dat
Chest Level: 60
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
[Instance Portal] --- OnInteract
Deaggro set destination
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_01
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (2)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 60
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
charging is false
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: ManaCrystalRegenerate (SoundData)
charging is false
charging is false
charging is false
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
charging is false
Ran out of audio sources ... sound to play: PirateKing_Teleport (SoundData)
charging is false
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
Infinity length
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_02
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToLadderRoom/
Gate/Castle_Gate (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/DungeonQuest_TwinCastle_02/QuestObject_GateUp_ToBossRoom/
Gate/Castle_Gate (2)"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Infinity length
charging is false
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
charging is false
charging is false
charging is false
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Updating CameraPresetUICanvases
charging is false
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest DungeonQuest_TwinCastle_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Ran out of audio sources ... sound to play: whisper (SoundData)
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Arcane (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
charging is false
charging is false
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
Infinity length
charging is false
Infinity length
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
charging is false
charging is false
charging is false
charging is false
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Normal (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Infinity length
charging is false
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Grunt_MageBoss_Arcane_Necromouser_XAxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
0 entities playing special audio left
<color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has
automatically been increased from 3125/50 to 3125/125. Use
[Link] to set it manually at startup
<color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has
automatically been increased from 3125/125 to 3125/312. Use
[Link] to set it manually at startup
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181633061729372
Updating animator play animation clip, playable time is 0,0242395647801459
Updating animator play animation clip, playable time is 0,0302940001711249
Updating animator play animation clip, playable time is 0,0363661646842957
Updating animator play animation clip, playable time is 0,0424317647702992
Updating animator play animation clip, playable time is 0,0484974649734795
Updating animator play animation clip, playable time is 0,0545519003644586
Updating animator play animation clip, playable time is 0,0606138650327921
Updating animator play animation clip, playable time is 0,066746364813298
Updating animator play animation clip, playable time is 0,0728358649648726
Updating animator play animation clip, playable time is 0,0788903003558517
Updating animator play animation clip, playable time is 0,0849447357468307
Updating animator play animation clip, playable time is 0,0909991711378098
Updating animator play animation clip, playable time is 0,0970536065287888
Updating animator play animation clip, playable time is 0,103108041919768
Updating animator play animation clip, playable time is 0,109162477310747
Updating animator play animation clip, playable time is 0,115216912701726
Updating animator play animation clip, playable time is 0,121271348092705
Updating animator play animation clip, playable time is 0,127347065135837
Updating animator play animation clip, playable time is 0,133414965122938
Updating animator play animation clip, playable time is 0,139539365191013
Updating animator play animation clip, playable time is 0,145593800581992
Updating animator play animation clip, playable time is 0,151663965079933
Updating animator play animation clip, playable time is 0,157718400470912
Updating animator play animation clip, playable time is 0,163772835861892
Updating animator play animation clip, playable time is 0,169827271252871
Updating animator play animation clip, playable time is 0,175893565174192
Updating animator play animation clip, playable time is 0,181987265124917
Updating animator play animation clip, playable time is 0,188041700515896
Updating animator play animation clip, playable time is 0,194096135906875
Updating animator play animation clip, playable time is 0,200150571297854
Updating animator play animation clip, playable time is 0,206205006688833
Updating animator play animation clip, playable time is 0,212457765359432
Updating animator play animation clip, playable time is 0,218512200750411
Updating animator play animation clip, playable time is 0,22456663614139
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Updating animator play animation clip, playable time is 2,40210110321641
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 60
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Dungeon Twin Castle 02!
Save called for path cq3_autosave0.dat
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Ran out of audio sources ... sound to play: PirateKing_Teleport (SoundData)
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
[Instance Portal] --- OnInteract
Deaggro set destination
Deaggro set destination
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -23
grid num -30
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_TwinCastle_02
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
charging is false
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 60
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_Xaxis_MonsterConfig (UnitConfig) is de-
aggro-ed, to handle for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_TwinCastle_02
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Obstacle Collision not linked to projectile behavior in the inspector.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -4
grid num -3
Obstacle Collision not linked to projectile behavior in the inspector.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 24112.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 24203.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 24258.
To disable this warning, set '[Link] = false;'.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 24849.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 25794.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 25825.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 25832.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 25929.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 26098.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 26582.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 26606.
To disable this warning, set '[Link] = false;'.
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_MageShop
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_MagicMirror
Loading quest InteriorQuest_LostItem_Voodoo
Loading quest InteriorQuest_MageShop
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_MageShop
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 39280.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -2
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
PlayInteractionFeedbackEffect
Chest Level: 3
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Auto saving
Save called for path cq3_autosave0.dat
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num 0
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 49515.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 49541.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 49543.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 4
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
PlayInteractionFeedbackEffect
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Save called for path cq3_autosave0.dat
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
PlayInteractionFeedbackEffect
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 62449.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 62794.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: reflection / Alpha / duration 0,4 / id 62864.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 65992.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 66103.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 67429.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
grid num -1
PlayInteractionFeedbackEffect
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Obstacle Collision not linked to projectile behavior in the inspector.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num 0
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 72617.
To disable this warning, set '[Link] = false;'.
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
Deaggro set destination
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 74276.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
PlayInteractionFeedbackEffect
Chest Level: 15
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
PlayInteractionFeedbackEffect
Auto saving
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num 0
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
charging is false
charging is false
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Deaggro set destination
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 90067.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
grid num -1
DESPAWNING!!!!
charging is false
charging is false
charging is false
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
grid num 0
Chest Level: 5
Updating CameraPresetUICanvases
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Hidden Item Starfish!
Achievement setting successful for achievement ID 11000
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 94517.
To disable this warning, set '[Link] = false;'.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 100790.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 100962.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 102582.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
awarded keys
awarded keys
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 107341.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 107489.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 107510.
To disable this warning, set '[Link] = false;'.
grid num 1
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num 0
grid num 1
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 15539
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 145326.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150142.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150147.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150170.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150246.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150275.
To disable this warning, set '[Link] = false;'.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 150689.
To disable this warning, set '[Link] = false;'.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 152719.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
grid num -1
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 20
Updating CameraPresetUICanvases
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Lost Item Hammer!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 20638
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
grid num 1
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 22590
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
grid num 0
grid num 1
grid num 0
grid num 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 25159
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 0
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 27211
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -34
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
SpawnerHandler --- CleanupTrackedSpells
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Failed to create agent because it is not close enough to the NavMesh
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 237843.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 1 ]
Current priority: 1
ID: 28734
Stacked Music to play: BGM_RubberDuck
Next Audio to play: BGM_RubberDuck
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
grid num 1
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
phases 23
Enemy Enemy_Ship_RubberDuckyBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
event start explosion
grid num 1
Achievement setting successful for achievement ID 10101
grid num 0
Empty container ... no audio!
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Rubber Duck!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
grid num 2
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Updating CameraPresetUICanvases
charging is false
charging is false
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Running Gold Twilight!
Save called for path cq3_autosave0.dat
grid num 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -3
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
PlayInteractionFeedbackEffect
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading Interior_PirateKingHideout
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (14)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (19)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (17)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (1)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606760010123253
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Updating animator play animation clip, playable time is 0,370023235213012
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Updating animator play animation clip, playable time is 0,400483400095254
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Updating animator play animation clip, playable time is 0,412600335665047
Updating animator play animation clip, playable time is 0,418674300424755
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Updating animator play animation clip, playable time is 0,430804600473493
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Updating animator play animation clip, playable time is 0,442940000444651
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Updating animator play animation clip, playable time is 0,45506970025599
Updating animator play animation clip, playable time is 0,461141300387681
Updating animator play animation clip, playable time is 0,46719573577866
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00607299990952015
Updating animator play animation clip, playable time is 0,0121274353004992
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Updating animator play animation clip, playable time is 0,0242664995603263
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Updating animator play animation clip, playable time is 0,03640509955585
Updating animator play animation clip, playable time is 0,0424595349468291
Updating animator play animation clip, playable time is 0,0485458998009562
Updating animator play animation clip, playable time is 0,0546003351919353
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Updating animator play animation clip, playable time is 0,0667293998412788
Updating animator play animation clip, playable time is 0,0727967000566423
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Updating animator play animation clip, playable time is 0,0849346001632512
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Updating animator play animation clip, playable time is 0,0970642003230751
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Updating animator play animation clip, playable time is 0,115256400313228
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Updating animator play animation clip, playable time is 0,128090539312739
Updating animator play animation clip, playable time is 0,134882335387994
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Updating animator play animation clip, playable time is 0,149219590102376
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Updating animator play animation clip, playable time is 0,164587855740983
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Updating animator play animation clip, playable time is 0,181091290986664
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Updating animator play animation clip, playable time is 0,19869239922163
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Updating animator play animation clip, playable time is 0,304181034482192
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Updating animator play animation clip, playable time is 0,341549681541405
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Updating animator play animation clip, playable time is 0,381255005878306
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Updating animator play animation clip, playable time is 0,423201930112946
Updating animator play animation clip, playable time is 0,437633808832169
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Updating animator play animation clip, playable time is 0,512507295343825
Updating animator play animation clip, playable time is 0,527933254278708
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Updating animator play animation clip, playable time is 0,558405382318957
Updating animator play animation clip, playable time is 0,572803738053012
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Updating animator play animation clip, playable time is 0,600147856154201
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Updating animator play animation clip, playable time is 0,637866960589841
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Updating animator play animation clip, playable time is 0,661207986957203
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Updating animator play animation clip, playable time is 0,683160687918847
Updating animator play animation clip, playable time is 0,693699417015276
Updating animator play animation clip, playable time is 0,703968191851201
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606890022754669
Updating animator play animation clip, playable time is 0,0121318004094064
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Updating animator play animation clip, playable time is 1,25566408596933
Updating animator play animation clip, playable time is 1,26171852136031
Updating animator play animation clip, playable time is 1,26778060290962
Updating animator play animation clip, playable time is 1,27385070268065
Updating animator play animation clip, playable time is 1,27990513807163
Updating animator play animation clip, playable time is 1,28597290255129
Updating animator play animation clip, playable time is 1,29204070242122
Updating animator play animation clip, playable time is 1,2981104021892
Updating animator play animation clip, playable time is 1,30417730240151
Updating animator play animation clip, playable time is 1,3103440022096
Updating animator play animation clip, playable time is 1,31639843760058
Updating animator play animation clip, playable time is 1,32245287299156
Updating animator play animation clip, playable time is 1,32850730838254
Updating animator play animation clip, playable time is 1,33456174377352
Updating animator play animation clip, playable time is 1,3406161791645
Updating animator play animation clip, playable time is 1,34667061455548
Updating animator play animation clip, playable time is 1,35272504994646
Updating animator play animation clip, playable time is 1,35877948533744
Updating animator play animation clip, playable time is 1,36483392072842
Updating animator play animation clip, playable time is 1,37090810248628
Updating animator play animation clip, playable time is 1,37696253787726
Updating animator play animation clip, playable time is 1,38303260272369
Updating animator play animation clip, playable time is 1,38910510251299
Updating animator play animation clip, playable time is 1,39516580244526
Updating animator play animation clip, playable time is 1,40123160229996
Updating animator play animation clip, playable time is 1,40730270231143
Updating animator play animation clip, playable time is 1,41335713770241
Updating animator play animation clip, playable time is 1,41942730220035
Updating animator play animation clip, playable time is 1,42548173759133
Updating animator play animation clip, playable time is 1,43156050238758
Updating animator play animation clip, playable time is 1,43763530254364
Updating animator play animation clip, playable time is 1,44368973793462
Updating animator play animation clip, playable time is 1,4497441733256
Updating animator play animation clip, playable time is 1,45582210272551
Updating animator play animation clip, playable time is 1,46189070260152
Updating animator play animation clip, playable time is 1,46795180253685
Updating animator play animation clip, playable time is 1,47402350232005
Updating animator play animation clip, playable time is 1,48007793771103
Updating animator play animation clip, playable time is 1,48614530218765
Updating animator play animation clip, playable time is 1,49221190204844
Updating animator play animation clip, playable time is 1,49828880187124
Updating animator play animation clip, playable time is 1,50434323726222
Updating animator play animation clip, playable time is 1,51041540177539
Updating animator play animation clip, playable time is 1,51647620182484
Updating animator play animation clip, playable time is 1,52254280168563
Updating animator play animation clip, playable time is 1,52860390162095
Updating animator play animation clip, playable time is 1,53468790184706
Updating animator play animation clip, playable time is 1,54074233723804
Updating animator play animation clip, playable time is 1,54681160207838
Updating animator play animation clip, playable time is 1,55287930229679
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Updating animator play animation clip, playable time is 1,56501040235162
Updating animator play animation clip, playable time is 1,57107730256394
Updating animator play animation clip, playable time is 1,57713173795491
Updating animator play animation clip, playable time is 1,58320700237527
Updating animator play animation clip, playable time is 1,58926143776625
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Updating animator play animation clip, playable time is 1,60139833763242
Updating animator play animation clip, playable time is 1,60747630242258
Updating animator play animation clip, playable time is 1,61353710247204
Updating animator play animation clip, playable time is 1,61960140243173
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606556469574571
Updating animator play animation clip, playable time is 0,0121200000867248
Updating animator play animation clip, playable time is 0,0181909645907581
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Updating animator play animation clip, playable time is 0,0303250644356012
Updating animator play animation clip, playable time is 0,0363917644135654
Updating animator play animation clip, playable time is 0,0424546645954251
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Updating animator play animation clip, playable time is 0,0545830642804503
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Updating animator play animation clip, playable time is 0,0667370995506644
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Updating animator play animation clip, playable time is 0,0788459703326225
Updating animator play animation clip, playable time is 0,0849215644411743
Updating animator play animation clip, playable time is 0,0909759998321533
Updating animator play animation clip, playable time is 0,0970454644411802
Updating animator play animation clip, playable time is 0,103112264536321
Updating animator play animation clip, playable time is 0,109179464634508
Updating animator play animation clip, playable time is 0,115245564840734
Updating animator play animation clip, playable time is 0,121300000231713
Updating animator play animation clip, playable time is 0,127391664776951
Updating animator play animation clip, playable time is 0,13344610016793
Updating animator play animation clip, playable time is 0,139508264604956
Updating animator play animation clip, playable time is 0,145579564385116
Updating animator play animation clip, playable time is 0,151633999776095
Updating animator play animation clip, playable time is 0,157708364538848
Updating animator play animation clip, playable time is 0,163762799929827
Updating animator play animation clip, playable time is 0,169848864432424
Updating animator play animation clip, playable time is 0,17592986440286
Updating animator play animation clip, playable time is 0,182013464625925
Updating animator play animation clip, playable time is 0,188067900016904
Updating animator play animation clip, playable time is 0,194122335407883
Updating animator play animation clip, playable time is 0,200176770798862
Updating animator play animation clip, playable time is 0,206288464833051
Updating animator play animation clip, playable time is 0,212354364804924
Updating animator play animation clip, playable time is 0,218408800195903
Updating animator play animation clip, playable time is 0,224463235586882
Updating animator play animation clip, playable time is 0,230517670977861
Updating animator play animation clip, playable time is 0,23657210636884
Updating animator play animation clip, playable time is 0,242626541759819
Updating animator play animation clip, playable time is 0,248695364687592
Updating animator play animation clip, playable time is 0,254762064665556
Updating animator play animation clip, playable time is 0,260835164692253
Updating animator play animation clip, playable time is 0,266889600083232
Updating animator play animation clip, playable time is 0,272981364745647
Updating animator play animation clip, playable time is 0,279035800136626
Updating animator play animation clip, playable time is 0,28510646475479
Updating animator play animation clip, playable time is 0,291176764760166
Updating animator play animation clip, playable time is 0,297231200151145
Updating animator play animation clip, playable time is 0,303285635542125
Updating animator play animation clip, playable time is 0,309356764890254
Updating animator play animation clip, playable time is 0,315419964957982
Updating animator play animation clip, playable time is 0,321487665176392
Updating animator play animation clip, playable time is 0,327565265353769
Updating animator play animation clip, playable time is 0,333619700744748
Updating animator play animation clip, playable time is 0,339689465239644
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Updating animator play animation clip, playable time is 0,351822465658188
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Updating animator play animation clip, playable time is 0,363945866003633
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Updating animator play animation clip, playable time is 0,382146866060793
Updating animator play animation clip, playable time is 0,388211166020483
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Updating animator play animation clip, playable time is 0,400347301270813
Updating animator play animation clip, playable time is 0,406410665716976
Updating animator play animation clip, playable time is 0,412481865845621
Updating animator play animation clip, playable time is 0,418542366009206
Updating animator play animation clip, playable time is 0,424610066227615
Updating animator play animation clip, playable time is 0,430684666149318
Updating animator play animation clip, playable time is 0,436739101540297
Updating animator play animation clip, playable time is 0,442802766337991
Updating animator play animation clip, playable time is 0,448871066328138
Updating animator play animation clip, playable time is 0,455248466227204
Updating animator play animation clip, playable time is 0,461302901618183
Updating animator play animation clip, playable time is 0,467357337009162
Updating animator play animation clip, playable time is 0,473411772400141
Updating animator play animation clip, playable time is 0,47946620779112
Updating animator play animation clip, playable time is 0,485520643182099
Updating animator play animation clip, playable time is 0,491575078573078
Updating animator play animation clip, playable time is 0,497629513964057
Updating animator play animation clip, playable time is 0,503683949355036
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121273999102414
Updating animator play animation clip, playable time is 0,0181939001195133
Updating animator play animation clip, playable time is 0,0242742002010345
Updating animator play animation clip, playable time is 0,0303286355920136
Updating animator play animation clip, playable time is 0,0363830709829926
Updating animator play animation clip, playable time is 0,0424558003433049
Updating animator play animation clip, playable time is 0,048521900549531
Updating animator play animation clip, playable time is 0,0545939006842673
Updating animator play animation clip, playable time is 0,0606483360752463
Updating animator play animation clip, playable time is 0,0667178006842732
Updating animator play animation clip, playable time is 0,0727948006242514
Updating animator play animation clip, playable time is 0,0788492360152304
Updating animator play animation clip, playable time is 0,0849215006455779
Updating animator play animation clip, playable time is 0,0909839007072151
Updating animator play animation clip, playable time is 0,0970383360981941
Updating animator play animation clip, playable time is 0,103118700906634
Updating animator play animation clip, playable time is 0,109182100743055
Updating animator play animation clip, playable time is 0,115252000745386
Updating animator play animation clip, playable time is 0,121339900884777
Updating animator play animation clip, playable time is 0,127394336275756
Updating animator play animation clip, playable time is 0,133448771666735
Updating animator play animation clip, playable time is 0,139517400879413
Updating animator play animation clip, playable time is 0,145578200928867
Updating animator play animation clip, playable time is 0,151663000695407
Updating animator play animation clip, playable time is 0,157717436086386
Updating animator play animation clip, playable time is 0,163771871477365
Updating animator play animation clip, playable time is 0,169845800846815
Updating animator play animation clip, playable time is 0,175900236237794
Updating animator play animation clip, playable time is 0,181979100685567
Updating animator play animation clip, playable time is 0,188033536076546
Updating animator play animation clip, playable time is 0,194114800542593
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Updating animator play animation clip, playable time is 0,206244036089629
Updating animator play animation clip, playable time is 0,212298471480608
Updating animator play animation clip, playable time is 0,218372200615704
Updating animator play animation clip, playable time is 0,224426636006683
Updating animator play animation clip, playable time is 0,230504600796849
Updating animator play animation clip, playable time is 0,236566900741309
Updating animator play animation clip, playable time is 0,24264270067215
Updating animator play animation clip, playable time is 0,248697136063129
Updating animator play animation clip, playable time is 0,254764600656927
Updating animator play animation clip, playable time is 0,260836700443178
Updating animator play animation clip, playable time is 0,266901800408959
Updating animator play animation clip, playable time is 0,272956235799938
Updating animator play animation clip, playable time is 0,279028700198978
Updating animator play animation clip, playable time is 0,285090900026262
Updating animator play animation clip, playable time is 0,291162900160998
Updating animator play animation clip, playable time is 0,297234500292689
Updating animator play animation clip, playable time is 0,303288935683668
Updating animator play animation clip, playable time is 0,309362500440329
Updating animator play animation clip, playable time is 0,315437500365078
Updating animator play animation clip, playable time is 0,321491935756058
Updating animator play animation clip, playable time is 0,327556200325489
Updating animator play animation clip, playable time is 0,333625800441951
Updating animator play animation clip, playable time is 0,339691100642085
Updating animator play animation clip, playable time is 0,345774000510573
Updating animator play animation clip, playable time is 0,351828435901552
Updating animator play animation clip, playable time is 0,3578917006962
Updating animator play animation clip, playable time is 0,363946136087179
Updating animator play animation clip, playable time is 0,370018200483173
Updating animator play animation clip, playable time is 0,376089800614864
Updating animator play animation clip, playable time is 0,382154500577599
Updating animator play animation clip, playable time is 0,388219800777733
Updating animator play animation clip, playable time is 0,394284200854599
Updating animator play animation clip, playable time is 0,400347300805151
Updating animator play animation clip, playable time is 0,406428600661457
Updating animator play animation clip, playable time is 0,412483036052436
Updating animator play animation clip, playable time is 0,4185447008349
Updating animator play animation clip, playable time is 0,424611400812864
Updating animator play animation clip, playable time is 0,43067890079692
Updating animator play animation clip, playable time is 0,436745200771838
Updating animator play animation clip, playable time is 0,442812200635672
Updating animator play animation clip, playable time is 0,448880100622773
Updating animator play animation clip, playable time is 0,454943200573325
Updating animator play animation clip, playable time is 0,461018300615251
Updating animator play animation clip, playable time is 0,467083000577986
Updating animator play animation clip, playable time is 0,473137435968965
Updating animator play animation clip, playable time is 0,47920330055058
Updating animator play animation clip, playable time is 0,485271800775081
Updating animator play animation clip, playable time is 0,491344000678509
Updating animator play animation clip, playable time is 0,497398436069489
Updating animator play animation clip, playable time is 0,503470900468528
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606130016967654
Updating animator play animation clip, playable time is 0,0121870003640652
Updating animator play animation clip, playable time is 0,0182414357550442
Updating animator play animation clip, playable time is 0,0242958711460233
Updating animator play animation clip, playable time is 0,0303503065370023
Updating animator play animation clip, playable time is 0,0364047419279814
Updating animator play animation clip, playable time is 0,0425250004045665
Updating animator play animation clip, playable time is 0,0485794357955456
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Updating animator play animation clip, playable time is 0,0667427419684827
Updating animator play animation clip, playable time is 0,0727971773594618
Updating animator play animation clip, playable time is 0,078859300352633
Updating animator play animation clip, playable time is 0,0849229004234076
Updating animator play animation clip, playable time is 0,0909864003770053
Updating animator play animation clip, playable time is 0,0970536004751921
Updating animator play animation clip, playable time is 0,103121100459248
Updating animator play animation clip, playable time is 0,109193700365722
Updating animator play animation clip, playable time is 0,115255200304091
Updating animator play animation clip, playable time is 0,121319400146604
Updating animator play animation clip, playable time is 0,127373835537583
Updating animator play animation clip, playable time is 0,133452200330794
Updating animator play animation clip, playable time is 0,139520300552249
Updating animator play animation clip, playable time is 0,145581000484526
Updating animator play animation clip, playable time is 0,15164830069989
Updating animator play animation clip, playable time is 0,157709500752389
Updating animator play animation clip, playable time is 0,163785000797361
Updating animator play animation clip, playable time is 0,169858800712973
Updating animator play animation clip, playable time is 0,175913236103952
Updating animator play animation clip, playable time is 0,181977200787514
Updating animator play animation clip, playable time is 0,188043500762433
Updating animator play animation clip, playable time is 0,194108600728214
Updating animator play animation clip, playable time is 0,200172500684857
Updating animator play animation clip, playable time is 0,206246300600469
Updating animator play animation clip, playable time is 0,2123072007671
Updating animator play animation clip, playable time is 0,218377200886607
Updating animator play animation clip, playable time is 0,224431636277586
Updating animator play animation clip, playable time is 0,230507700704038
Updating animator play animation clip, playable time is 0,236582100857049
Updating animator play animation clip, playable time is 0,242664300836623
Updating animator play animation clip, playable time is 0,248718736227602
Updating animator play animation clip, playable time is 0,254773171618581
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Updating animator play animation clip, playable time is 0,272968701086938
Updating animator play animation clip, playable time is 0,279033401049674
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Updating animator play animation clip, playable time is 0,291167001239955
Updating animator play animation clip, playable time is 0,297231401316822
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Updating animator play animation clip, playable time is 0,309491401538253
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Updating animator play animation clip, playable time is 0,321600272320211
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Updating animator play animation clip, playable time is 0,333709143102169
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Updating animator play animation clip, playable time is 0,345818013884127
Updating animator play animation clip, playable time is 0,351872449275106
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Updating animator play animation clip, playable time is 0,370035755448043
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Updating animator play animation clip, playable time is 0,388295472599566
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Updating animator play animation clip, playable time is 0,406458778772503
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Updating animator play animation clip, playable time is 0,430686802137643
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Updating animator play animation clip, playable time is 0,442825102247298
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Updating animator play animation clip, playable time is 0,473142202012241
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Updating animator play animation clip, playable time is 0,485277402214706
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Updating animator play animation clip, playable time is 0,497400637716055
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Updating animator play animation clip, playable time is 0,509547037538141
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Updating animator play animation clip, playable time is 0,521687102504075
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Updating animator play animation clip, playable time is 0,533821102697402
Updating animator play animation clip, playable time is 0,539875538088381
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Updating animator play animation clip, playable time is 0,558067603036761
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Updating animator play animation clip, playable time is 0,65512260934338
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Updating animator play animation clip, playable time is 0,673330203164369
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Updating animator play animation clip, playable time is 0,685450938530266
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Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606066454201937
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Updating animator play animation clip, playable time is 0,0910014063119888
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Updating animator play animation clip, playable time is 0,685435300692916
Updating animator play animation clip, playable time is 0,69151496514678
Updating animator play animation clip, playable time is 0,697577465325594
Updating animator play animation clip, playable time is 0,703647465445101
Updating animator play animation clip, playable time is 0,709710265509784
Updating animator play animation clip, playable time is 0,715773865580559
Updating animator play animation clip, playable time is 0,721843865700066
Updating animator play animation clip, playable time is 0,72792606567964
Updating animator play animation clip, playable time is 0,734054865781218
Updating animator play animation clip, playable time is 0,740109301172197
Updating animator play animation clip, playable time is 0,746163736563176
Updating animator play animation clip, playable time is 0,752218171954155
Updating animator play animation clip, playable time is 0,758272607345134
Updating animator play animation clip, playable time is 0,764450765680522
Updating animator play animation clip, playable time is 0,770505201071501
Updating animator play animation clip, playable time is 0,77655963646248
Updating animator play animation clip, playable time is 0,782614071853459
Updating animator play animation clip, playable time is 0,788668507244438
Updating animator play animation clip, playable time is 0,794722942635417
Updating animator play animation clip, playable time is 0,800777378026396
Updating animator play animation clip, playable time is 0,806831813417375
Updating animator play animation clip, playable time is 0,812886248808354
Updating animator play animation clip, playable time is 0,818940684199333
Updating animator play animation clip, playable time is 0,824995119590312
Updating animator play animation clip, playable time is 0,831152165774256
Updating animator play animation clip, playable time is 0,837206601165235
Updating animator play animation clip, playable time is 0,843261036556214
Updating animator play animation clip, playable time is 0,849315471947193
Updating animator play animation clip, playable time is 0,855369907338172
Updating animator play animation clip, playable time is 0,861424342729151
Updating animator play animation clip, playable time is 0,86747877812013
Updating animator play animation clip, playable time is 0,873533213511109
Updating animator play animation clip, playable time is 0,879587648902088
Updating animator play animation clip, playable time is 0,885642084293067
Updating animator play animation clip, playable time is 0,891696519684047
Updating animator play animation clip, playable time is 0,897762366104871
Updating animator play animation clip, playable time is 0,903823166154325
Updating animator play animation clip, playable time is 0,909893566276878
Updating animator play animation clip, playable time is 0,915948001667857
Updating animator play animation clip, playable time is 0,922020366415381
Updating animator play animation clip, playable time is 0,92808246659115
Updating animator play animation clip, playable time is 0,934146366547793
Updating animator play animation clip, playable time is 0,940228366758674
Updating animator play animation clip, playable time is 0,946282802149653
Updating animator play animation clip, playable time is 0,952346966601908
Updating animator play animation clip, playable time is 0,958426366560161
Updating animator play animation clip, playable time is 0,96448080195114
Updating animator play animation clip, playable time is 0,970557466614991
Updating animator play animation clip, playable time is 0,97661190200597
Updating animator play animation clip, playable time is 0,982679666485637
Updating animator play animation clip, playable time is 0,98875486664474
Updating animator play animation clip, playable time is 0,994825266767293
Updating animator play animation clip, playable time is 1,00087970215827
Updating animator play animation clip, playable time is 1,00693413754925
Updating animator play animation clip, playable time is 1,0130013669841
Updating animator play animation clip, playable time is 1,0190855669789
Updating animator play animation clip, playable time is 1,02514000236988
Updating animator play animation clip, playable time is 1,03120456682518
Updating animator play animation clip, playable time is 1,0372737669386
Updating animator play animation clip, playable time is 1,04334616707638
Updating animator play animation clip, playable time is 1,0494124670513
Updating animator play animation clip, playable time is 1,05546690244228
Updating animator play animation clip, playable time is 1,06154376687482
Updating animator play animation clip, playable time is 1,06760636670515
Updating animator play animation clip, playable time is 1,07366776652634
Updating animator play animation clip, playable time is 1,07973086647689
Updating animator play animation clip, playable time is 1,08580116648227
Updating animator play animation clip, playable time is 1,09187356662005
Updating animator play animation clip, playable time is 1,09792800201103
Updating animator play animation clip, playable time is 1,10399936651811
Updating animator play animation clip, playable time is 1,11005380190909
Updating animator play animation clip, playable time is 1,1161269666627
Updating animator play animation clip, playable time is 1,12221166677773
Updating animator play animation clip, playable time is 1,12826610216871
Updating animator play animation clip, playable time is 1,13436776679009
Updating animator play animation clip, playable time is 1,14042220218107
Updating animator play animation clip, playable time is 1,14647663757205
Updating animator play animation clip, playable time is 1,15253107296303
Updating animator play animation clip, playable time is 1,15859306696802
Updating animator play animation clip, playable time is 1,16471056686714
Updating animator play animation clip, playable time is 1,17076500225812
Updating animator play animation clip, playable time is 1,1768194376491
Updating animator play animation clip, playable time is 1,18287387304008
Updating animator play animation clip, playable time is 1,18892830843106
Updating animator play animation clip, playable time is 1,19499556673691
Updating animator play animation clip, playable time is 1,20111296651885
Updating animator play animation clip, playable time is 1,20716740190983
Updating animator play animation clip, playable time is 1,21322183730081
Updating animator play animation clip, playable time is 1,21927627269179
Updating animator play animation clip, playable time is 1,22533070808277
Updating animator play animation clip, playable time is 1,23144446639344
Updating animator play animation clip, playable time is 1,23749890178442
Updating animator play animation clip, playable time is 1,2435533371754
Updating animator play animation clip, playable time is 1,24960777256638
Updating animator play animation clip, playable time is 1,25566220795736
Updating animator play animation clip, playable time is 1,26172296656296
Updating animator play animation clip, playable time is 1,26780056674033
Updating animator play animation clip, playable time is 1,27385500213131
Updating animator play animation clip, playable time is 1,27990943752229
Updating animator play animation clip, playable time is 1,28597986698151
Updating animator play animation clip, playable time is 1,29205666715279
Updating animator play animation clip, playable time is 1,29816506709903
Updating animator play animation clip, playable time is 1,30421950249001
Updating animator play animation clip, playable time is 1,31027393788099
Updating animator play animation clip, playable time is 1,31632837327197
Updating animator play animation clip, playable time is 1,32238280866295
Updating animator play animation clip, playable time is 1,32843724405393
Updating animator play animation clip, playable time is 1,33457516739145
Updating animator play animation clip, playable time is 1,34062960278243
Updating animator play animation clip, playable time is 1,34668403817341
Updating animator play animation clip, playable time is 1,35273847356439
Updating animator play animation clip, playable time is 1,35879290895537
Updating animator play animation clip, playable time is 1,36484734434634
Updating animator play animation clip, playable time is 1,37092206766829
Updating animator play animation clip, playable time is 1,37698596762493
Updating animator play animation clip, playable time is 1,38305766740814
Updating animator play animation clip, playable time is 1,38911210279912
Updating animator play animation clip, playable time is 1,3951665381901
Updating animator play animation clip, playable time is 1,40123706730083
Updating animator play animation clip, playable time is 1,40730386739597
Updating animator play animation clip, playable time is 1,41335830278695
Updating animator play animation clip, playable time is 1,41942926729098
Updating animator play animation clip, playable time is 1,42549316724762
Updating animator play animation clip, playable time is 1,4315678672865
Updating animator play animation clip, playable time is 1,43764986749738
Updating animator play animation clip, playable time is 1,4437138675712
Updating animator play animation clip, playable time is 1,44976830296218
Updating animator play animation clip, playable time is 1,45586486766115
Updating animator play animation clip, playable time is 1,46191930305213
Updating animator play animation clip, playable time is 1,46806986769661
Updating animator play animation clip, playable time is 1,47412430308759
Updating animator play animation clip, playable time is 1,48017873847857
Updating animator play animation clip, playable time is 1,48623317386955
Updating animator play animation clip, playable time is 1,49228760926053
Updating animator play animation clip, playable time is 1,49834204465151
Updating animator play animation clip, playable time is 1,50439648004249
Updating animator play animation clip, playable time is 1,51045091543347
Updating animator play animation clip, playable time is 1,51650535082445
Updating animator play animation clip, playable time is 1,52255978621542
Updating animator play animation clip, playable time is 1,52862236788496
Updating animator play animation clip, playable time is 1,53467680327594
Updating animator play animation clip, playable time is 1,54074476798996
Updating animator play animation clip, playable time is 1,54679920338094
Updating animator play animation clip, playable time is 1,55288276821375
Updating animator play animation clip, playable time is 1,55894786817953
Updating animator play animation clip, playable time is 1,56508296821266
Updating animator play animation clip, playable time is 1,57113740360364
Updating animator play animation clip, playable time is 1,57719183899462
Updating animator play animation clip, playable time is 1,5832462743856
Updating animator play animation clip, playable time is 1,58930070977658
Updating animator play animation clip, playable time is 1,59535514516756
Updating animator play animation clip, playable time is 1,60145276831463
Updating animator play animation clip, playable time is 1,60750720370561
Updating animator play animation clip, playable time is 1,61356163909659
Updating animator play animation clip, playable time is 1,61961607448757
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
charging is false
charging is false
charging is false
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
charging is false
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
charging is false
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
charging is false
charging is false
charging is false
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
charging is false
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
charging is false
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Interior_PirateKingHideout
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

Failed to create agent because there is no valid NavMesh


Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -3
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
grid num -2
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading Interior_PirateKingHideout
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (14)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (19)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (17)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (1)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
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Updating animator play animation clip, playable time is 0,467055666726083
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,015779140012846
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Updating animator play animation clip, playable time is 0,126180163240472
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Updating animator play animation clip, playable time is 0,18927218685447
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Updating animator play animation clip, playable time is 0,220809756315772
Updating animator play animation clip, playable time is 0,236593744048705
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Updating animator play animation clip, playable time is 0,268117181994307
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Updating animator play animation clip, playable time is 0,315473577636475
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Updating animator play animation clip, playable time is 0,36278291383007
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Updating animator play animation clip, playable time is 0,394300111728386
Updating animator play animation clip, playable time is 0,410064949514111
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Updating animator play animation clip, playable time is 0,441615685547828
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Updating animator play animation clip, playable time is 0,599338791421867
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157881477644572
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Updating animator play animation clip, playable time is 0,205042655695671
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Updating CameraPresetUICanvases
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Updating animator play animation clip, playable time is 1,59294944970151
Updating animator play animation clip, playable time is 1,60869097992994
Updating animator play animation clip, playable time is 1,62446118846649
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157767996924341
Updating animator play animation clip, playable time is 0,031536697743404
Updating animator play animation clip, playable time is 0,0473264969289899
Updating animator play animation clip, playable time is 0,0631984579478884
Updating animator play animation clip, playable time is 0,0789399881763186
Updating animator play animation clip, playable time is 0,0946815184047489
Updating animator play animation clip, playable time is 0,110423048633179
Updating animator play animation clip, playable time is 0,126164578861609
Updating animator play animation clip, playable time is 0,141949330558423
Updating animator play animation clip, playable time is 0,157739908236521
Updating animator play animation clip, playable time is 0,173481438464951
Updating animator play animation clip, playable time is 0,189248006368559
Updating animator play animation clip, playable time is 0,205027146381405
Updating animator play animation clip, playable time is 0,220803166370608
Updating animator play animation clip, playable time is 0,236544696599038
Updating animator play animation clip, playable time is 0,252350262982102
Updating animator play animation clip, playable time is 0,268137461542626
Updating animator play animation clip, playable time is 0,283878991771056
Updating animator play animation clip, playable time is 0,29965283972983
Updating animator play animation clip, playable time is 0,315444720141898
Updating animator play animation clip, playable time is 0,33121970012322
Updating animator play animation clip, playable time is 0,34696123035165
Updating animator play animation clip, playable time is 0,362737936818698
Updating animator play animation clip, playable time is 0,378513436198601
Updating animator play animation clip, playable time is 0,394307916025011
Updating animator play animation clip, playable time is 0,410089916967569
Updating animator play animation clip, playable time is 0,425831447195999
Updating animator play animation clip, playable time is 0,441593595974152
Updating animator play animation clip, playable time is 0,457383134855088
Updating animator play animation clip, playable time is 0,473147455663671
Updating animator play animation clip, playable time is 0,488948954029877
Updating animator play animation clip, playable time is 0,504690484258308
Updating animator play animation clip, playable time is 0,0060659646987915
Updating animator play animation clip, playable time is 0,0121730645187199
Updating animator play animation clip, playable time is 0,0182469645515084
Updating animator play animation clip, playable time is 0,0243013999424875
Updating animator play animation clip, playable time is 0,0303558353334665
Updating animator play animation clip, playable time is 0,0364102707244456
Updating animator play animation clip, playable time is 0,0424647061154246
Updating animator play animation clip, playable time is 0,0485191415064037
Updating animator play animation clip, playable time is 0,0545893646776676
Updating animator play animation clip, playable time is 0,0606773644685745
Updating animator play animation clip, playable time is 0,0667317998595536
Updating animator play animation clip, playable time is 0,0727862352505326
Updating animator play animation clip, playable time is 0,078866564668715
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Updating animator play animation clip, playable time is 0,0910161645151675
Updating animator play animation clip, playable time is 0,0970705999061465
Updating animator play animation clip, playable time is 0,103125035297126
Updating animator play animation clip, playable time is 0,109179470688105
Updating animator play animation clip, playable time is 0,115252764429897
Updating animator play animation clip, playable time is 0,12131696427241
Updating animator play animation clip, playable time is 0,127380264457315
Updating animator play animation clip, playable time is 0,133452464360744
Updating animator play animation clip, playable time is 0,139513064175844
Updating animator play animation clip, playable time is 0,145591064356267
Updating animator play animation clip, playable time is 0,151645499747247
Updating animator play animation clip, playable time is 0,157707764301449
Updating animator play animation clip, playable time is 0,163791864179075
Updating animator play animation clip, playable time is 0,169846299570054
Updating animator play animation clip, playable time is 0,175908064004034
Updating animator play animation clip, playable time is 0,181976864114404
Updating animator play animation clip, playable time is 0,188039863947779
Updating animator play animation clip, playable time is 0,194113263860345
Updating animator play animation clip, playable time is 0,200175163801759
Updating animator play animation clip, playable time is 0,206242263782769
Updating animator play animation clip, playable time is 0,212303763721138
Updating animator play animation clip, playable time is 0,218367563560605
Updating animator play animation clip, playable time is 0,224440363701433
Updating animator play animation clip, playable time is 0,230494799092412
Updating animator play animation clip, playable time is 0,236569063737988
Updating animator play animation clip, playable time is 0,242632063571364
Updating animator play animation clip, playable time is 0,248695063404739
Updating animator play animation clip, playable time is 0,254769263323396
Updating animator play animation clip, playable time is 0,260831363499165
Updating animator play animation clip, playable time is 0,266904263291508
Updating animator play animation clip, playable time is 0,272958698682487
Updating animator play animation clip, playable time is 0,279032163321972
Updating animator play animation clip, playable time is 0,285100563429296
Updating animator play animation clip, playable time is 0,291169763542712
Updating animator play animation clip, playable time is 0,297224198933691
Updating animator play animation clip, playable time is 0,303292563650757
Updating animator play animation clip, playable time is 0,309357663616538
Updating animator play animation clip, playable time is 0,315432363655418
Updating animator play animation clip, playable time is 0,321494263596833
Updating animator play animation clip, playable time is 0,327561263460666
Updating animator play animation clip, playable time is 0,33362376363948
Updating animator play animation clip, playable time is 0,339686963707209
Updating animator play animation clip, playable time is 0,345760163851082
Updating animator play animation clip, playable time is 0,351822664029896
Updating animator play animation clip, playable time is 0,357885864097625
Updating animator play animation clip, playable time is 0,363952764309943
Updating animator play animation clip, playable time is 0,370015864260495
Updating animator play animation clip, playable time is 0,376082964241505
Updating animator play animation clip, playable time is 0,382151964120567
Updating animator play animation clip, playable time is 0,388206399511546
Updating animator play animation clip, playable time is 0,394285364076495
Updating animator play animation clip, playable time is 0,400346564128995
Updating animator play animation clip, playable time is 0,406407864298671
Updating animator play animation clip, playable time is 0,412472564261407
Updating animator play animation clip, playable time is 0,418542264029384
Updating animator play animation clip, playable time is 0,424613064154983
Updating animator play animation clip, playable time is 0,43067376408726
Updating animator play animation clip, playable time is 0,436738564167172
Updating animator play animation clip, playable time is 0,442806364037097
Updating animator play animation clip, playable time is 0,448873164132237
Updating animator play animation clip, playable time is 0,454940264113247
Updating animator play animation clip, playable time is 0,461006063967943
Updating animator play animation clip, playable time is 0,467069163918495
Updating animator play animation clip, playable time is 0,47313386388123
Updating animator play animation clip, playable time is 0,479208264034241
Updating animator play animation clip, playable time is 0,48526269942522
Updating animator play animation clip, playable time is 0,491346763912588
Updating animator play animation clip, playable time is 0,497401199303567
Updating animator play animation clip, playable time is 0,503466464113444
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157627589806819
Updating animator play animation clip, playable time is 0,0315442381032205
Updating animator play animation clip, playable time is 0,0473082973964334
Updating animator play animation clip, playable time is 0,0630923771440339
Updating animator play animation clip, playable time is 0,0788339073724642
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Updating animator play animation clip, playable time is 0,110399891205079
Updating animator play animation clip, playable time is 0,126174349366381
Updating animator play animation clip, playable time is 0,141915879594812
Updating animator play animation clip, playable time is 0,157705847070381
Updating animator play animation clip, playable time is 0,173525806484514
Updating animator play animation clip, playable time is 0,189267336712944
Updating animator play animation clip, playable time is 0,205026882444597
Updating animator play animation clip, playable time is 0,220799520894788
Updating animator play animation clip, playable time is 0,236558640453246
Updating animator play animation clip, playable time is 0,252345319615189
Updating animator play animation clip, playable time is 0,268104700689017
Updating animator play animation clip, playable time is 0,283886959514786
Updating animator play animation clip, playable time is 0,299647119081126
Updating animator play animation clip, playable time is 0,315445758939059
Updating animator play animation clip, playable time is 0,331293538261327
Updating animator play animation clip, playable time is 0,347035068489757
Updating animator play animation clip, playable time is 0,362776598718187
Updating animator play animation clip, playable time is 0,378537614263074
Updating animator play animation clip, playable time is 0,394279144491504
Updating animator play animation clip, playable time is 0,410051952442397
Updating animator play animation clip, playable time is 0,425878412208466
Updating animator play animation clip, playable time is 0,441619942436896
Updating animator play animation clip, playable time is 0,457361472665326
Updating animator play animation clip, playable time is 0,473147708704005
Updating animator play animation clip, playable time is 0,488978069407666
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Updating animator play animation clip, playable time is 0,520461129864527
Updating animator play animation clip, playable time is 0,536225005128406
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Updating animator play animation clip, playable time is 0,567771673145266
Updating animator play animation clip, playable time is 0,583565020949128
Updating animator play animation clip, playable time is 0,599306551177559
Updating animator play animation clip, playable time is 0,615101196872513
Updating animator play animation clip, playable time is 0,630842727100943
Updating animator play animation clip, playable time is 0,646625154216696
Updating animator play animation clip, playable time is 0,662396234471144
Updating animator play animation clip, playable time is 0,678180833617326
Updating animator play animation clip, playable time is 0,693944113207308
Updating animator play animation clip, playable time is 0,709710511610213
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157965586314524
Updating animator play animation clip, playable time is 0,0315380888598826
Updating animator play animation clip, playable time is 0,047310636506126
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Updating animator play animation clip, playable time is 0,0788512351871229
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Updating animator play animation clip, playable time is 0,110394433282462
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Updating animator play animation clip, playable time is 0,141949330558423
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Updating animator play animation clip, playable time is 0,173509430295227
Updating animator play animation clip, playable time is 0,189281549346837
Updating animator play animation clip, playable time is 0,205043008014988
Updating animator play animation clip, playable time is 0,220784538243418
Updating animator play animation clip, playable time is 0,236575804820799
Updating animator play animation clip, playable time is 0,252317335049229
Updating animator play animation clip, playable time is 0,268122382033712
Updating animator play animation clip, playable time is 0,28388176310754
Updating animator play animation clip, playable time is 0,299673901402818
Updating animator play animation clip, playable time is 0,315444200743317
Updating animator play animation clip, playable time is 0,331185730971747
Updating animator play animation clip, playable time is 0,346966598681038
Updating animator play animation clip, playable time is 0,362760557898147
Updating animator play animation clip, playable time is 0,378502088126578
Updating animator play animation clip, playable time is 0,39428529615628
Updating animator play animation clip, playable time is 0,410062874341226
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Updating animator play animation clip, playable time is 0,441604253936173
Updating animator play animation clip, playable time is 0,457384693050831
Updating animator play animation clip, playable time is 0,473149013859413
Updating animator play animation clip, playable time is 0,488909953128983
Updating animator play animation clip, playable time is 0,504688312227879
Updating animator play animation clip, playable time is 0,52046095067807
Updating animator play animation clip, playable time is 0,536269990614813
Updating animator play animation clip, playable time is 0,552011520843243
Updating animator play animation clip, playable time is 0,567770027777734
Updating animator play animation clip, playable time is 0,583552545697434
Updating animator play animation clip, playable time is 0,599355346797611
Updating animator play animation clip, playable time is 0,615096877026041
Updating animator play animation clip, playable time is 0,630863444929649
Updating animator play animation clip, playable time is 0,64663608337984
Updating animator play animation clip, playable time is 0,66241990403351
Updating animator play animation clip, playable time is 0,678186044553204
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Updating animator play animation clip, playable time is 0,709792424035349
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Updating animator play animation clip, playable time is 0,74127548449221
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Updating animator play animation clip, playable time is 0,772787390336455
Updating animator play animation clip, playable time is 0,788607778345221
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Updating animator play animation clip, playable time is 1,2774977037555
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Updating animator play animation clip, playable time is 1,38790461713253
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Updating animator play animation clip, playable time is 1,48253213140279
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Updating animator play animation clip, playable time is 1,57715375431292
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Updating animator play animation clip, playable time is 1,62446569113158
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157728999655604
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Updating animator play animation clip, playable time is 0,713789705099091
Updating animator play animation clip, playable time is 0,71984414049007
Updating animator play animation clip, playable time is 0,725898575881049
Updating animator play animation clip, playable time is 0,731953011272028
Updating animator play animation clip, playable time is 0,738007446663007
Updating animator play animation clip, playable time is 0,744061882053986
Updating animator play animation clip, playable time is 0,750116317444965
Updating animator play animation clip, playable time is 0,756170752835944
Updating animator play animation clip, playable time is 0,762225188226923
Updating animator play animation clip, playable time is 0,768279623617902
Updating animator play animation clip, playable time is 0,774334059008881
Updating animator play animation clip, playable time is 0,78038849439986
Updating animator play animation clip, playable time is 0,786442929790839
Updating animator play animation clip, playable time is 0,792497365181818
Updating animator play animation clip, playable time is 0,798551800572797
Updating animator play animation clip, playable time is 0,804606235963776
Updating animator play animation clip, playable time is 0,810660671354755
Updating animator play animation clip, playable time is 0,816715106745734
Updating animator play animation clip, playable time is 0,822769542136713
Updating animator play animation clip, playable time is 0,828823977527693
Updating animator play animation clip, playable time is 0,834878412918672
Updating animator play animation clip, playable time is 0,840932848309651
Updating animator play animation clip, playable time is 0,84698728370063
Updating animator play animation clip, playable time is 0,853041719091609
Updating animator play animation clip, playable time is 0,859096154482588
Updating animator play animation clip, playable time is 0,865150589873567
Updating animator play animation clip, playable time is 0,871205025264546
Updating animator play animation clip, playable time is 0,877259460655525
Updating animator play animation clip, playable time is 0,883313896046504
Updating animator play animation clip, playable time is 0,889368331437483
Updating animator play animation clip, playable time is 0,895422766828462
Updating animator play animation clip, playable time is 0,901477202219441
Updating animator play animation clip, playable time is 0,90753163761042
Updating animator play animation clip, playable time is 0,913586073001399
Updating animator play animation clip, playable time is 0,919640508392378
Updating animator play animation clip, playable time is 0,925694943783357
Updating animator play animation clip, playable time is 0,931749379174336
Updating animator play animation clip, playable time is 0,937803814565315
Updating animator play animation clip, playable time is 0,943858249956295
Updating animator play animation clip, playable time is 0,949912685347274
Updating animator play animation clip, playable time is 0,955967120738253
Updating animator play animation clip, playable time is 0,962021556129232
Updating animator play animation clip, playable time is 0,968075991520211
Updating animator play animation clip, playable time is 0,97413042691119
Updating animator play animation clip, playable time is 0,980184862302169
Updating animator play animation clip, playable time is 0,986239297693148
Updating animator play animation clip, playable time is 0,992293733084127
Updating animator play animation clip, playable time is 0,998348168475106
Updating animator play animation clip, playable time is 1,00440260386608
Updating animator play animation clip, playable time is 1,01045703925706
Updating animator play animation clip, playable time is 1,01651147464804
Updating animator play animation clip, playable time is 1,02256591003902
Updating animator play animation clip, playable time is 1,02862034543
Updating animator play animation clip, playable time is 1,03467478082098
Updating animator play animation clip, playable time is 1,04072921621196
Updating animator play animation clip, playable time is 1,04678365160294
Updating animator play animation clip, playable time is 1,05283808699392
Updating animator play animation clip, playable time is 1,0588925223849
Updating animator play animation clip, playable time is 1,06494695777588
Updating animator play animation clip, playable time is 1,07100139316685
Updating animator play animation clip, playable time is 1,07705582855783
Updating animator play animation clip, playable time is 1,08311026394881
Updating animator play animation clip, playable time is 1,08916469933979
Updating animator play animation clip, playable time is 1,09521913473077
Updating animator play animation clip, playable time is 1,10127357012175
Updating animator play animation clip, playable time is 1,10732800551273
Updating animator play animation clip, playable time is 1,11338244090371
Updating animator play animation clip, playable time is 1,11945889741696
Updating animator play animation clip, playable time is 1,12552049747251
Updating animator play animation clip, playable time is 1,13159709740944
Updating animator play animation clip, playable time is 1,13765879758216
Updating animator play animation clip, playable time is 1,14371323297314
Updating animator play animation clip, playable time is 1,14980139760815
Updating animator play animation clip, playable time is 1,15585583299912
Updating animator play animation clip, playable time is 1,16192249758683
Updating animator play animation clip, playable time is 1,16798419775955
Updating animator play animation clip, playable time is 1,17404989796273
Updating animator play animation clip, playable time is 1,18013009792708
Updating animator play animation clip, playable time is 1,18618453331806
Updating animator play animation clip, playable time is 1,19225159790881
Updating animator play animation clip, playable time is 1,19831569809981
Updating animator play animation clip, playable time is 1,20438279808082
Updating animator play animation clip, playable time is 1,21044429801919
Updating animator play animation clip, playable time is 1,21650779797278
Updating animator play animation clip, playable time is 1,22257569795988
Updating animator play animation clip, playable time is 1,22864999799572
Updating animator play animation clip, playable time is 1,2347127980604
Updating animator play animation clip, playable time is 1,24076723345138
Updating animator play animation clip, playable time is 1,24684379799806
Updating animator play animation clip, playable time is 1,25292389784522
Updating animator play animation clip, playable time is 1,2589783332362
Updating animator play animation clip, playable time is 1,26503276862718
Updating animator play animation clip, playable time is 1,27111199768774
Updating animator play animation clip, playable time is 1,27718069768093
Updating animator play animation clip, playable time is 1,2832427978567
Updating animator play animation clip, playable time is 1,28931059772663
Updating animator play animation clip, playable time is 1,29538779790096
Updating animator play animation clip, playable time is 1,30144223329194
Updating animator play animation clip, playable time is 1,30749666868292
Updating animator play animation clip, playable time is 1,31356459800668
Updating animator play animation clip, playable time is 1,31963729803033
Updating animator play animation clip, playable time is 1,32569779819392
Updating animator play animation clip, playable time is 1,33177939840175
Updating animator play animation clip, playable time is 1,33783383379273
Updating animator play animation clip, playable time is 1,34390099850066
Updating animator play animation clip, playable time is 1,34996799836449
Updating animator play animation clip, playable time is 1,35602859817959
Updating animator play animation clip, playable time is 1,36210099831738
Updating animator play animation clip, playable time is 1,36815543370835
Updating animator play animation clip, playable time is 1,37423709817745
Updating animator play animation clip, playable time is 1,38029153356843
Updating animator play animation clip, playable time is 1,38636069829158
Updating animator play animation clip, playable time is 1,39242939828478
Updating animator play animation clip, playable time is 1,39848383367576
Updating animator play animation clip, playable time is 1,40455299839891
Updating animator play animation clip, playable time is 1,4106270982004
Updating animator play animation clip, playable time is 1,41669079838835
Updating animator play animation clip, playable time is 1,42275419822477
Updating animator play animation clip, playable time is 1,42882519811906
Updating animator play animation clip, playable time is 1,43487963351004
Updating animator play animation clip, playable time is 1,44095709817998
Updating animator play animation clip, playable time is 1,44704399807893
Updating animator play animation clip, playable time is 1,45309843346991
Updating animator play animation clip, playable time is 1,45915286886089
Updating animator play animation clip, playable time is 1,46521849828355
Updating animator play animation clip, playable time is 1,47128619850196
Updating animator play animation clip, playable time is 1,47735479837798
Updating animator play animation clip, playable time is 1,48340923376895
Updating animator play animation clip, playable time is 1,48948679855607
Updating animator play animation clip, playable time is 1,4955551986634
Updating animator play animation clip, playable time is 1,50160963405438
Updating animator play animation clip, playable time is 1,50768579859801
Updating animator play animation clip, playable time is 1,51374889854856
Updating animator play animation clip, playable time is 1,51981109837584
Updating animator play animation clip, playable time is 1,5258756982214
Updating animator play animation clip, playable time is 1,5319458981096
Updating animator play animation clip, playable time is 1,53801059807233
Updating animator play animation clip, playable time is 1,54407419814311
Updating animator play animation clip, playable time is 1,55013959799476
Updating animator play animation clip, playable time is 1,5562249979987
Updating animator play animation clip, playable time is 1,56227943338968
Updating animator play animation clip, playable time is 1,56833386878066
Updating animator play animation clip, playable time is 1,5744012979842
Updating animator play animation clip, playable time is 1,58046809807934
Updating animator play animation clip, playable time is 1,586543797893
Updating animator play animation clip, playable time is 1,59259823328398
Updating animator play animation clip, playable time is 1,59866319774233
Updating animator play animation clip, playable time is 1,60473339763053
Updating animator play animation clip, playable time is 1,6108030973985
Updating animator play animation clip, playable time is 1,61687519718476
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Shield_Block (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Fire (SoundData)
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
charging is false
charging is false
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for VFX_projectile_fireball_green's
ProjectileAnimEventBehaviour.
charging is false
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
charging is false
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Interior_PirateKingHideout
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10500
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Achievement setting successful for achievement ID 11000
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

Failed to create agent because there is no valid NavMesh


Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -3
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest SQ_WorldQuest_Cathulhu
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_Tavern
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_07_Key_02
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -26
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading Interior_PirateKingHideout
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (14)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (19)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (17)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/PirateKingHideout_Rock_02 (1)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
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Updating animator play animation clip, playable time is 0,0630331862880495
Updating animator play animation clip, playable time is 0,0788114545829977
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Updating animator play animation clip, playable time is 0,331166139111992
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Updating animator play animation clip, playable time is 0,362715055434598
Updating animator play animation clip, playable time is 0,378475475305587
Updating animator play animation clip, playable time is 0,394256435029545
Updating animator play animation clip, playable time is 0,410016854900535
Updating animator play animation clip, playable time is 0,425802754359247
Updating animator play animation clip, playable time is 0,441544284587677
Updating animator play animation clip, playable time is 0,457334512367896
Updating animator play animation clip, playable time is 0,473165132165488
Updating animator play animation clip, playable time is 0,488944013084404
Updating animator play animation clip, playable time is 0,504726271910173
Updating animator play animation clip, playable time is 0,00607560016214848
Updating animator play animation clip, playable time is 0,0121300355531275
Updating animator play animation clip, playable time is 0,018201700411737
Updating animator play animation clip, playable time is 0,0242783003486693
Updating animator play animation clip, playable time is 0,0303327357396483
Updating animator play animation clip, playable time is 0,036404300481081
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Updating animator play animation clip, playable time is 0,0606514713726938
Updating animator play animation clip, playable time is 0,0667261006310582
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Updating animator play animation clip, playable time is 0,133452700451016
Updating animator play animation clip, playable time is 0,139521700330079
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Updating animator play animation clip, playable time is 0,297237201128155
Updating animator play animation clip, playable time is 0,303291636519134
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Updating animator play animation clip, playable time is 0,327556636650115
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Updating animator play animation clip, playable time is 0,339700601063669
Updating animator play animation clip, playable time is 0,345755036454648
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Updating animator play animation clip, playable time is 0,370020501315594
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Updating animator play animation clip, playable time is 0,382159401196986
Updating animator play animation clip, playable time is 0,388223001267761
Updating animator play animation clip, playable time is 0,394293301273137
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Updating animator play animation clip, playable time is 0,412479936610907
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Updating animator play animation clip, playable time is 0,467190542258322
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Updating animator play animation clip, playable time is 0,503517154604197
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157578192459273
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Updating animator play animation clip, playable time is 0,157758106558358
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Updating animator play animation clip, playable time is 0,236557604077523
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Updating animator play animation clip, playable time is 0,26813200240929
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Updating animator play animation clip, playable time is 0,31543640007885
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Updating animator play animation clip, playable time is 0,362746869505712
Updating animator play animation clip, playable time is 0,378563875975466
Updating animator play animation clip, playable time is 0,394305406203896
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Updating animator play animation clip, playable time is 0,425840451315452
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Updating animator play animation clip, playable time is 0,457374550855233
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Updating animator play animation clip, playable time is 0,615103630418311
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Updating animator play animation clip, playable time is 0,646648035600795
Updating animator play animation clip, playable time is 0,662421976784956
Updating animator play animation clip, playable time is 0,678184216367057
Updating animator play animation clip, playable time is 0,693955296621506
Updating animator play animation clip, playable time is 0,709716497406445
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157734193641412
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Updating animator play animation clip, playable time is 0,0473275393583095
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Updating animator play animation clip, playable time is 0,252346629613475
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Updating animator play animation clip, playable time is 0,315445766203375
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Updating animator play animation clip, playable time is 0,394285561303808
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Updating animator play animation clip, playable time is 0,535638119325386
Updating animator play animation clip, playable time is 0,550242693934622
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Updating animator play animation clip, playable time is 0,57792493552344
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Updating animator play animation clip, playable time is 0,616068162756382
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Updating animator play animation clip, playable time is 0,639568316862555
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Updating animator play animation clip, playable time is 0,672369041983005
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Updating animator play animation clip, playable time is 0,692805730529245
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Updating animator play animation clip, playable time is 0,721645848926292
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0153527184371757
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Updating animator play animation clip, playable time is 0,22924217207985
Updating animator play animation clip, playable time is 0,23835012699548
Updating animator play animation clip, playable time is 0,247266766092463
Updating animator play animation clip, playable time is 0,256002103581864
Updating animator play animation clip, playable time is 0,264582917078556
Updating animator play animation clip, playable time is 0,272983110214761
Updating animator play animation clip, playable time is 0,281253880808952
Updating animator play animation clip, playable time is 0,289362271056001
Updating animator play animation clip, playable time is 0,297345139686147
Updating animator play animation clip, playable time is 0,30518403062736
Updating animator play animation clip, playable time is 0,312905930868178
Updating animator play animation clip, playable time is 0,320500658973343
Updating animator play animation clip, playable time is 0,327999196401927
Updating animator play animation clip, playable time is 0,335362983935202
Updating animator play animation clip, playable time is 0,342635379859796
Updating animator play animation clip, playable time is 0,349820297707917
Updating animator play animation clip, playable time is 0,356907323738689
Updating animator play animation clip, playable time is 0,363913194381896
Updating animator play animation clip, playable time is 0,370832773462062
Updating animator play animation clip, playable time is 0,377689849314315
Updating animator play animation clip, playable time is 0,3844583063039
Updating animator play animation clip, playable time is 0,391161098101571
Updating animator play animation clip, playable time is 0,397807907598184
Updating animator play animation clip, playable time is 0,40439202282258
Updating animator play animation clip, playable time is 0,410905731224456
Updating animator play animation clip, playable time is 0,417389970431525
Updating animator play animation clip, playable time is 0,423822679827091
Updating animator play animation clip, playable time is 0,430189622116839
Updating animator play animation clip, playable time is 0,436532390175119
Updating animator play animation clip, playable time is 0,442818569927648
Updating animator play animation clip, playable time is 0,449092208424592
Updating animator play animation clip, playable time is 0,455327428977187
Updating animator play animation clip, playable time is 0,461516264824209
Updating animator play animation clip, playable time is 0,467696657820768
Updating animator play animation clip, playable time is 0,47385078078452
Updating animator play animation clip, playable time is 0,479978525486435
Updating animator play animation clip, playable time is 0,486085951126567
Updating animator play animation clip, playable time is 0,492185973742401
Updating animator play animation clip, playable time is 0,498279355676534
Updating animator play animation clip, playable time is 0,504344664876803
Updating animator play animation clip, playable time is 0,510413857375036
Updating animator play animation clip, playable time is 0,516496671717686
Updating animator play animation clip, playable time is 0,522551107108665
Updating animator play animation clip, playable time is 0,528618571702463
Updating animator play animation clip, playable time is 0,534686571806742
Updating animator play animation clip, playable time is 0,540741007197721
Updating animator play animation clip, playable time is 0,546818171981794
Updating animator play animation clip, playable time is 0,552883372064752
Updating animator play animation clip, playable time is 0,558937807455731
Updating animator play animation clip, playable time is 0,565018572267217
Updating animator play animation clip, playable time is 0,571080772094501
Updating animator play animation clip, playable time is 0,577142372150046
Updating animator play animation clip, playable time is 0,583210072368456
Updating animator play animation clip, playable time is 0,589276972580773
Updating animator play animation clip, playable time is 0,59534897271551
Updating animator play animation clip, playable time is 0,601411472894324
Updating animator play animation clip, playable time is 0,607473472952915
Updating animator play animation clip, playable time is 0,613549073115063
Updating animator play animation clip, playable time is 0,619613773077799
Updating animator play animation clip, playable time is 0,625676173139436
Updating animator play animation clip, playable time is 0,631738973204119
Updating animator play animation clip, playable time is 0,637803373280985
Updating animator play animation clip, playable time is 0,64388637326665
Updating animator play animation clip, playable time is 0,649940808657629
Updating animator play animation clip, playable time is 0,656002173088563
Updating animator play animation clip, playable time is 0,662068473063482
Updating animator play animation clip, playable time is 0,668149073030872
Updating animator play animation clip, playable time is 0,674203508421851
Updating animator play animation clip, playable time is 0,680267672874106
Updating animator play animation clip, playable time is 0,686331072710527
Updating animator play animation clip, playable time is 0,692398872580452
Updating animator play animation clip, playable time is 0,698472072724325
Updating animator play animation clip, playable time is 0,704526508115304
Updating animator play animation clip, playable time is 0,710592972934318
Updating animator play animation clip, playable time is 0,716670573111696
Updating animator play animation clip, playable time is 0,722725008502675
Updating animator play animation clip, playable time is 0,728792973216695
Updating animator play animation clip, playable time is 0,734847408607674
Updating animator play animation clip, playable time is 0,740937673375083
Updating animator play animation clip, playable time is 0,746998173538668
Updating animator play animation clip, playable time is 0,753052608929647
Updating animator play animation clip, playable time is 0,759130173716766
Updating animator play animation clip, playable time is 0,765190673880351
Updating animator play animation clip, playable time is 0,771253673713727
Updating animator play animation clip, playable time is 0,777325873617155
Updating animator play animation clip, playable time is 0,783380309008134
Updating animator play animation clip, playable time is 0,789451973866744
Updating animator play animation clip, playable time is 0,795520273856891
Updating animator play animation clip, playable time is 0,801585473939849
Updating animator play animation clip, playable time is 0,807667874153776
Updating animator play animation clip, playable time is 0,813722309544755
Updating animator play animation clip, playable time is 0,819795274064017
Updating animator play animation clip, playable time is 0,825849709454996
Updating animator play animation clip, playable time is 0,83191447414465
Updating animator play animation clip, playable time is 0,837991373967452
Updating animator play animation clip, playable time is 0,844045809358431
Updating animator play animation clip, playable time is 0,850110974051131
Updating animator play animation clip, playable time is 0,85618597397588
Updating animator play animation clip, playable time is 0,86225757410757
Updating animator play animation clip, playable time is 0,868312009498549
Updating animator play animation clip, playable time is 0,874378374200387
Updating animator play animation clip, playable time is 0,880444674175305
Updating animator play animation clip, playable time is 0,886509974375439
Updating animator play animation clip, playable time is 0,892581674158645
Updating animator play animation clip, playable time is 0,898645774349643
Updating animator play animation clip, playable time is 0,904708074294103
Updating animator play animation clip, playable time is 0,910770574472917
Updating animator play animation clip, playable time is 0,916839474700464
Updating animator play animation clip, playable time is 0,922910174708886
Updating animator play animation clip, playable time is 0,928964610099865
Updating animator play animation clip, playable time is 0,93503637460999
Updating animator play animation clip, playable time is 0,941109974756909
Updating animator play animation clip, playable time is 0,947171074692232
Updating animator play animation clip, playable time is 0,953236674778236
Updating animator play animation clip, playable time is 0,959291110169215
Updating animator play animation clip, playable time is 0,965381674822492
Updating animator play animation clip, playable time is 0,971436110213471
Updating animator play animation clip, playable time is 0,977500975020302
Updating animator play animation clip, playable time is 0,983564175088031
Updating animator play animation clip, playable time is 0,989629574939681
Updating animator play animation clip, playable time is 0,995707074999882
Updating animator play animation clip, playable time is 1,00178407493986
Updating animator play animation clip, playable time is 1,00783851033084
Updating animator play animation clip, playable time is 1,01389294572182
Updating animator play animation clip, playable time is 1,01996037492536
Updating animator play animation clip, playable time is 1,02602177474655
Updating animator play animation clip, playable time is 1,03209697490565
Updating animator play animation clip, playable time is 1,03815997473903
Updating animator play animation clip, playable time is 1,04423407454051
Updating animator play animation clip, playable time is 1,05028850993149
Updating animator play animation clip, playable time is 1,0563572746516
Updating animator play animation clip, playable time is 1,06242887478329
Updating animator play animation clip, playable time is 1,06849477475516
Updating animator play animation clip, playable time is 1,07454921014614
Updating animator play animation clip, playable time is 1,08062167454518
Updating animator play animation clip, playable time is 1,0866908746586
Updating animator play animation clip, playable time is 1,09274531004958
Updating animator play animation clip, playable time is 1,09881687479101
Updating animator play animation clip, playable time is 1,10488947469748
Updating animator play animation clip, playable time is 1,11094391008846
Updating animator play animation clip, playable time is 1,11702277453623
Updating animator play animation clip, playable time is 1,12307720992721
Updating animator play animation clip, playable time is 1,12914977444343
Updating animator play animation clip, playable time is 1,13522477436818
Updating animator play animation clip, playable time is 1,14127920975916
Updating animator play animation clip, playable time is 1,14734487457208
Updating animator play animation clip, playable time is 1,15342057438575
Updating animator play animation clip, playable time is 1,15948147455238
Updating animator play animation clip, playable time is 1,16555027466275
Updating animator play animation clip, playable time is 1,17161097459502
Updating animator play animation clip, playable time is 1,17767577467493
Updating animator play animation clip, playable time is 1,18376437470324
Updating animator play animation clip, playable time is 1,18981881009422
Updating animator play animation clip, playable time is 1,1958732454852
Updating animator play animation clip, playable time is 1,20193877479069
Updating animator play animation clip, playable time is 1,20802497480072
Updating animator play animation clip, playable time is 1,2140794101917
Updating animator play animation clip, playable time is 1,22013384558268
Updating animator play animation clip, playable time is 1,22620927484713
Updating animator play animation clip, playable time is 1,2322774747201
Updating animator play animation clip, playable time is 1,23833191011108
Updating animator play animation clip, playable time is 1,24440557451926
Updating animator play animation clip, playable time is 1,25047387450941
Updating animator play animation clip, playable time is 1,25654557429261
Updating animator play animation clip, playable time is 1,26260000968359
Updating animator play animation clip, playable time is 1,26866597438238
Updating animator play animation clip, playable time is 1,27473917452626
Updating animator play animation clip, playable time is 1,28079360991724
Updating animator play animation clip, playable time is 1,28685647470884
Updating animator play animation clip, playable time is 1,29292647482835
Updating animator play animation clip, playable time is 1,29899407492958
Updating animator play animation clip, playable time is 1,30506827484824
Updating animator play animation clip, playable time is 1,31112927466638
Updating animator play animation clip, playable time is 1,31719377486042
Updating animator play animation clip, playable time is 1,32326477475472
Updating animator play animation clip, playable time is 1,32932837482549
Updating animator play animation clip, playable time is 1,33539587480955
Updating animator play animation clip, playable time is 1,34145807463683
Updating animator play animation clip, playable time is 1,34752427449457
Updating animator play animation clip, playable time is 1,35358847433708
Updating animator play animation clip, playable time is 1,35967587435625
Updating animator play animation clip, playable time is 1,36573030974723
Updating animator play animation clip, playable time is 1,37179207418121
Updating animator play animation clip, playable time is 1,37786427408464
Updating animator play animation clip, playable time is 1,38391870947562
Updating animator play animation clip, playable time is 1,38999277388684
Updating animator play animation clip, playable time is 1,39604720927782
Updating animator play animation clip, playable time is 1,40211597399793
Updating animator play animation clip, playable time is 1,40819337394096
Updating animator play animation clip, playable time is 1,41424780933194
Updating animator play animation clip, playable time is 1,4203230737523
Updating animator play animation clip, playable time is 1,42637750914328
Updating animator play animation clip, playable time is 1,43244717398666
Updating animator play animation clip, playable time is 1,43852157413967
Updating animator play animation clip, playable time is 1,44457600953065
Updating animator play animation clip, playable time is 1,45064737403773
Updating animator play animation clip, playable time is 1,4567170738057
Updating animator play animation clip, playable time is 1,46277150919668
Updating animator play animation clip, playable time is 1,46885917371146
Updating animator play animation clip, playable time is 1,47492567392073
Updating animator play animation clip, playable time is 1,48098010931171
Updating animator play animation clip, playable time is 1,48705047404401
Updating animator play animation clip, playable time is 1,49310490943499
Updating animator play animation clip, playable time is 1,49917907396339
Updating animator play animation clip, playable time is 1,50523350935437
Updating animator play animation clip, playable time is 1,51131357381128
Updating animator play animation clip, playable time is 1,51736800920225
Updating animator play animation clip, playable time is 1,52343057364233
Updating animator play animation clip, playable time is 1,52949957352139
Updating animator play animation clip, playable time is 1,53556827351458
Updating animator play animation clip, playable time is 1,54163737351082
Updating animator play animation clip, playable time is 1,54770407348878
Updating animator play animation clip, playable time is 1,55376847356565
Updating animator play animation clip, playable time is 1,55984477361671
Updating animator play animation clip, playable time is 1,56589920900769
Updating animator play animation clip, playable time is 1,57196237368516
Updating animator play animation clip, playable time is 1,57803807349883
Updating animator play animation clip, playable time is 1,58409250888981
Updating animator play animation clip, playable time is 1,59015937371187
Updating animator play animation clip, playable time is 1,59623197361834
Updating animator play animation clip, playable time is 1,6022971737013
Updating animator play animation clip, playable time is 1,60835160909228
Updating animator play animation clip, playable time is 1,61442407349132
Updating animator play animation clip, playable time is 1,62049117347233
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Enemy_HumanoidBoss_PirateKing_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Achievement setting successful for achievement ID 10103
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181633061729372
Updating animator play animation clip, playable time is 0,0242177415639162
Updating animator play animation clip, playable time is 0,0302721769548953
Updating animator play animation clip, playable time is 0,0363266123458743
Updating animator play animation clip, playable time is 0,0423810477368534
Updating animator play animation clip, playable time is 0,0484354831278324
Updating animator play animation clip, playable time is 0,0544899185188115
Updating animator play animation clip, playable time is 0,0605443539097905
Updating animator play animation clip, playable time is 0,0665987893007696
Updating animator play animation clip, playable time is 0,0726532246917486
Updating animator play animation clip, playable time is 0,0787183404900134
Updating animator play animation clip, playable time is 0,0847804406657815
Updating animator play animation clip, playable time is 0,0908595407381654
Updating animator play animation clip, playable time is 0,0969139761291444
Updating animator play animation clip, playable time is 0,102981840725988
Updating animator play animation clip, playable time is 0,109046440571547
Updating animator play animation clip, playable time is 0,115116740576923
Updating animator play animation clip, playable time is 0,121179740410298
Updating animator play animation clip, playable time is 0,127280540298671
Updating animator play animation clip, playable time is 0,13333497568965
Updating animator play animation clip, playable time is 0,139389411080629
Updating animator play animation clip, playable time is 0,145462340209633
Updating animator play animation clip, playable time is 0,151516775600612
Updating animator play animation clip, playable time is 0,157578040380031
Updating animator play animation clip, playable time is 0,163652240298688
Updating animator play animation clip, playable time is 0,169706675689667
Updating animator play animation clip, playable time is 0,175772840157151
Updating animator play animation clip, playable time is 0,181838540360332
Updating animator play animation clip, playable time is 0,187906040344387
Updating animator play animation clip, playable time is 0,193987040314823
Updating animator play animation clip, playable time is 0,200041475705802
Updating animator play animation clip, playable time is 0,206104540266097
Updating animator play animation clip, playable time is 0,212167140096426
Updating animator play animation clip, playable time is 0,218231339938939
Updating animator play animation clip, playable time is 0,224302140064538
Updating animator play animation clip, playable time is 0,230366440024227
Updating animator play animation clip, playable time is 0,236436239909381
Updating animator play animation clip, playable time is 0,24249067530036
Updating animator play animation clip, playable time is 0,24856173992157
Updating animator play animation clip, playable time is 0,254634239710867
Updating animator play animation clip, playable time is 0,260705439839512
Updating animator play animation clip, playable time is 0,266766539774835
Updating animator play animation clip, playable time is 0,272832839749753
Updating animator play animation clip, playable time is 0,278887275140733
Updating animator play animation clip, playable time is 0,284959139768034
Updating animator play animation clip, playable time is 0,291030939668417
Updating animator play animation clip, playable time is 0,297085375059396
Updating animator play animation clip, playable time is 0,303158739581704
Updating animator play animation clip, playable time is 0,309220239520073
Updating animator play animation clip, playable time is 0,315303839743137
Updating animator play animation clip, playable time is 0,321358275134116
Updating animator play animation clip, playable time is 0,327433139551431
Updating animator play animation clip, playable time is 0,333494839724153
Updating animator play animation clip, playable time is 0,339549275115132
Updating animator play animation clip, playable time is 0,345622439868748
Updating animator play animation clip, playable time is 0,3516855398193
Updating animator play animation clip, playable time is 0,357752939686179
Updating animator play animation clip, playable time is 0,363820239901543
Updating animator play animation clip, playable time is 0,3698854399845
Updating animator play animation clip, playable time is 0,375963139813393
Updating animator play animation clip, playable time is 0,382017575204372
Updating animator play animation clip, playable time is 0,388079739641398
Updating animator play animation clip, playable time is 0,394174039829522
Updating animator play animation clip, playable time is 0,400228475220501
Updating animator play animation clip, playable time is 0,40628291061148
Updating animator play animation clip, playable time is 0,412344339769334
Updating animator play animation clip, playable time is 0,418425639625639
Updating animator play animation clip, playable time is 0,424480075016618
Updating animator play animation clip, playable time is 0,430543439462781
Updating animator play animation clip, playable time is 0,436607339419425
Updating animator play animation clip, playable time is 0,442672139499336
Updating animator play animation clip, playable time is 0,448745839297771
Updating animator play animation clip, playable time is 0,45480793947354
Updating animator play animation clip, playable time is 0,460888839326799
Updating animator play animation clip, playable time is 0,466943274717778
Updating animator play animation clip, playable time is 0,473003839142621
Updating animator play animation clip, playable time is 0,479070039000362
Updating animator play animation clip, playable time is 0,485138839110732
Updating animator play animation clip, playable time is 0,491209139116108
Updating animator play animation clip, playable time is 0,497263574507087
Updating animator play animation clip, playable time is 0,503334939014167
Updating animator play animation clip, playable time is 0,509397439192981
Updating animator play animation clip, playable time is 0,515470939222723
Updating animator play animation clip, playable time is 0,521536139305681
Updating animator play animation clip, playable time is 0,527600239496678
Updating animator play animation clip, playable time is 0,533673539292067
Updating animator play animation clip, playable time is 0,539735439233482
Updating animator play animation clip, playable time is 0,545802839100361
Updating animator play animation clip, playable time is 0,551874938886613
Updating animator play animation clip, playable time is 0,557936038821936
Updating animator play animation clip, playable time is 0,563990474212915
Updating animator play animation clip, playable time is 0,570063638966531
Updating animator play animation clip, playable time is 0,576128039043397
Updating animator play animation clip, playable time is 0,582198739051819
Updating animator play animation clip, playable time is 0,588268639054149
Updating animator play animation clip, playable time is 0,594340838957578
Updating animator play animation clip, playable time is 0,600395274348557
Updating animator play animation clip, playable time is 0,606456939131021
Updating animator play animation clip, playable time is 0,612521639093757
Updating animator play animation clip, playable time is 0,618597039021552
Updating animator play animation clip, playable time is 0,624651474412531
Updating animator play animation clip, playable time is 0,630720639135689
Updating animator play animation clip, playable time is 0,636791538912803
Updating animator play animation clip, playable time is 0,64288123883307
Updating animator play animation clip, playable time is 0,648935674224049
Updating animator play animation clip, playable time is 0,654990109615028
Updating animator play animation clip, playable time is 0,66105353878811
Updating animator play animation clip, playable time is 0,66712373867631
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606866460293531
Updating animator play animation clip, playable time is 0,012142164632678
Updating animator play animation clip, playable time is 0,0182467647828162
Updating animator play animation clip, playable time is 0,0243012001737952
Updating animator play animation clip, playable time is 0,0303556355647743
Updating animator play animation clip, playable time is 0,0364100709557533
Updating animator play animation clip, playable time is 0,0424645063467324
Updating animator play animation clip, playable time is 0,0485327648930252
Updating animator play animation clip, playable time is 0,0546079650521278
Updating animator play animation clip, playable time is 0,0606624004431069
Updating animator play animation clip, playable time is 0,0667249648831785
Updating animator play animation clip, playable time is 0,0727943647652864
Updating animator play animation clip, playable time is 0,0788634647615254
Updating animator play animation clip, playable time is 0,0849470649845898
Updating animator play animation clip, playable time is 0,0910015003755689
Updating animator play animation clip, playable time is 0,0970559357665479
Updating animator play animation clip, playable time is 0,103125165216625
Updating animator play animation clip, playable time is 0,109197565354407
Updating animator play animation clip, playable time is 0,115259965416044
Updating animator play animation clip, playable time is 0,121322465594858
Updating animator play animation clip, playable time is 0,127393565606326
Updating animator play animation clip, playable time is 0,133457765448838
Updating animator play animation clip, playable time is 0,139522665645927
Updating animator play animation clip, playable time is 0,145599065814167
Updating animator play animation clip, playable time is 0,151712565682828
Updating animator play animation clip, playable time is 0,157767001073807
Updating animator play animation clip, playable time is 0,163821436464787
Updating animator play animation clip, playable time is 0,169875871855766
Updating animator play animation clip, playable time is 0,175930307246745
Updating animator play animation clip, playable time is 0,181984742637724
Updating animator play animation clip, playable time is 0,188053965568542
Updating animator play animation clip, playable time is 0,194108400959522
Updating animator play animation clip, playable time is 0,20018346561119
Updating animator play animation clip, playable time is 0,206245565786958
Updating animator play animation clip, playable time is 0,21233146591112
Updating animator play animation clip, playable time is 0,218385901302099
Updating animator play animation clip, playable time is 0,224454165901989
Updating animator play animation clip, playable time is 0,230516266077757
Updating animator play animation clip, playable time is 0,236581265926361
Updating animator play animation clip, playable time is 0,242645965889096
Updating animator play animation clip, playable time is 0,24871886568144
Updating animator play animation clip, playable time is 0,254773301072419
Updating animator play animation clip, playable time is 0,260835665743798
Updating animator play animation clip, playable time is 0,266899465583265
Updating animator play animation clip, playable time is 0,272975665517151
Updating animator play animation clip, playable time is 0,279068165458739
Updating animator play animation clip, playable time is 0,285122600849718
Updating animator play animation clip, playable time is 0,291177036240697
Updating animator play animation clip, playable time is 0,297231471631676
Updating animator play animation clip, playable time is 0,303311665542424
Updating animator play animation clip, playable time is 0,309366100933403
Updating animator play animation clip, playable time is 0,315441965591162
Updating animator play animation clip, playable time is 0,321496400982141
Updating animator play animation clip, playable time is 0,327573665417731
Updating animator play animation clip, playable time is 0,333761665504426
Updating animator play animation clip, playable time is 0,339816100895405
Updating animator play animation clip, playable time is 0,345870536286384
Updating animator play animation clip, playable time is 0,351924971677363
Updating animator play animation clip, playable time is 0,357979407068342
Updating animator play animation clip, playable time is 0,364033842459321
Updating animator play animation clip, playable time is 0,3700882778503
Updating animator play animation clip, playable time is 0,376142713241279
Updating animator play animation clip, playable time is 0,382197148632258
Updating animator play animation clip, playable time is 0,388251584023237
Updating animator play animation clip, playable time is 0,394306019414216
Updating animator play animation clip, playable time is 0,400360454805195
Updating animator play animation clip, playable time is 0,406422365922481
Updating animator play animation clip, playable time is 0,412518566008657
Updating animator play animation clip, playable time is 0,418573001399636
Updating animator play animation clip, playable time is 0,424627436790615
Updating animator play animation clip, playable time is 0,430694666225463
Updating animator play animation clip, playable time is 0,436749101616442
Updating animator play animation clip, playable time is 0,442822366021574
Updating animator play animation clip, playable time is 0,448886466212571
Updating animator play animation clip, playable time is 0,454954266082495
Updating animator play animation clip, playable time is 0,461015366017818
Updating animator play animation clip, playable time is 0,467088265810162
Updating animator play animation clip, playable time is 0,473161365836859
Updating animator play animation clip, playable time is 0,479215801227838
Updating animator play animation clip, playable time is 0,485283765941858
Updating animator play animation clip, playable time is 0,491347866132855
Updating animator play animation clip, playable time is 0,497424666304141
Updating animator play animation clip, playable time is 0,503489966504276
Updating animator play animation clip, playable time is 0,509544401895255
Updating animator play animation clip, playable time is 0,515627066604793
Updating animator play animation clip, playable time is 0,521681501995772
Updating animator play animation clip, playable time is 0,52774306666106
Updating animator play animation clip, playable time is 0,533808366861194
Updating animator play animation clip, playable time is 0,539884566795081
Updating animator play animation clip, playable time is 0,545951867010444
Updating animator play animation clip, playable time is 0,552015266846865
Updating animator play animation clip, playable time is 0,558069702237844
Updating animator play animation clip, playable time is 0,564141566865146
Updating animator play animation clip, playable time is 0,570204366929829
Updating animator play animation clip, playable time is 0,576275066938251
Updating animator play animation clip, playable time is 0,582342866808176
Updating animator play animation clip, playable time is 0,588397302199155
Updating animator play animation clip, playable time is 0,594484067056328
Updating animator play animation clip, playable time is 0,600538502447307
Updating animator play animation clip, playable time is 0,606610266957432
Updating animator play animation clip, playable time is 0,612671467009932
Updating animator play animation clip, playable time is 0,618777866940945
Updating animator play animation clip, playable time is 0,624832302331924
Updating animator play animation clip, playable time is 0,630886737722903
Updating animator play animation clip, playable time is 0,636941173113883
Updating animator play animation clip, playable time is 0,642995608504862
Updating animator play animation clip, playable time is 0,649050043895841
Updating animator play animation clip, playable time is 0,655165766831487
Updating animator play animation clip, playable time is 0,661220202222466
Updating animator play animation clip, playable time is 0,667274637613446
No point of interests found for quest DungeonQuest Pirate King!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_PirateKingHideout
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null () ►

at (wrapper managed-to-native)
[Link].get_color_Injected([Link],UnityEngin
[Link]&)
at [Link].get_color () [0x00000] in
<7f2ccf3999ca4756b70a33db243fabf4>:0
at [Link]+<>c__DisplayClass0_0.<DOColor>b__0 ()
[0x00000] in <fcf84065eb6c40c3a93dcc515f4e1b11>:0
at (wrapper delegate-invoke)
[Link]`1[[Link]].invoke_T()
at [Link]
([Link] options, [Link] t,
[Link] isRelative, [Link]`1[T] getter,
[Link]`1[T] setter, [Link] elapsed, [Link]
startValue, [Link] changeValue, [Link] duration, [Link]
usingInversePosition, System.Int32 newCompletedSteps,
[Link] updateNotice) [0x0011c] in
<82a2fd073ee449928e161903460426d7>:0
at [Link]`3[T1,T2,TPlugOptions].ApplyTween ([Link]
prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps,
[Link] useInversePosition, [Link] updateMode,
[Link] updateNotice) [0x00043] in
<82a2fd073ee449928e161903460426d7>:0

grid num 0
grid num -2
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_PirateKing
Updating CameraPresetUICanvases
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest The Pi-rat King!
Save called for path cq3_autosave0.dat
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num -3
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Save called for path cq3_autosave0.dat
grid num -4
grid num -3
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 292670.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 292678.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 292988.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_Tavern_Aelius_02
Loading quest InteriorQuest_MamaMilka
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
No point of interests found for quest Tavern Aelius 02!
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
Enemy Grunt_RatBomber_Stationary_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Stationary_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
grid num -4
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
grid num -3
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
PlayInteractionFeedbackEffect
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num -2
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
charging is false
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Projectile Reference not set in the inspector for VFX_projectile_spirit's
ProjectileAnimEventBehaviour.
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
grid num -4
DESPAWNING!!!!
grid num -3
grid num -4
grid num -3
grid num -4
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Chest Level: 10
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Hidden Item Furggy Rock!
Achievement setting successful for achievement ID 11000
Save called for path cq3_autosave0.dat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
grid num -4
DESPAWNING!!!!
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
grid num -2
grid num -3
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
charging is false
grid num -4
grid num -3
grid num -4
DESPAWNING!!!!
grid num -3
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -2
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating CameraPresetUICanvases
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Hidden Item Sandy Isle!
Achievement setting successful for achievement ID 11000
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Sunset Treasure Hint Savepoint!
Save called for path cq3_autosave0.dat
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 318669.
To disable this warning, set '[Link] = false;'.
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 319241.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Boss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 38891
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Infinity length
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
PlayInteractionFeedbackEffect
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 4
grid num 3
charging is false
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
grid num 4
grid num 3
charging is false
Enemy is die, thank you forever.
Enemy Aquatic_SpicySquid_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
Enemy Aquatic_SpicySquid_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
DESPAWNING!!!!
grid num 4
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 320504.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
grid num 3
Updating CameraPresetUICanvases
grid num 4
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
awarded keys
DESPAWNING!!!!
Chest Level: 50
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181633061729372
Updating animator play animation clip, playable time is 0,0242891293019056
Updating animator play animation clip, playable time is 0,0303435646928847
Updating animator play animation clip, playable time is 0,0363980000838637
Updating animator play animation clip, playable time is 0,0424524354748428
Updating animator play animation clip, playable time is 0,0485068708658218
Updating animator play animation clip, playable time is 0,0545613062568009
Updating animator play animation clip, playable time is 0,0606157416477799
Updating animator play animation clip, playable time is 0,066670177038759
Updating animator play animation clip, playable time is 0,072724612429738
Updating animator play animation clip, playable time is 0,0787790478207171
Updating animator play animation clip, playable time is 0,084906529635191
Updating animator play animation clip, playable time is 0,0910096294246614
Updating animator play animation clip, playable time is 0,0970640648156404
Updating animator play animation clip, playable time is 0,10311850020662
Updating animator play animation clip, playable time is 0,109172935597599
Updating animator play animation clip, playable time is 0,115227370988578
Updating animator play animation clip, playable time is 0,121281806379557
Updating animator play animation clip, playable time is 0,127352529671043
Updating animator play animation clip, playable time is 0,133406965062022
Updating animator play animation clip, playable time is 0,139461400453001
Updating animator play animation clip, playable time is 0,14551583584398
Updating animator play animation clip, playable time is 0,151570271234959
Updating animator play animation clip, playable time is 0,15768922958523
Updating animator play animation clip, playable time is 0,163743664976209
Updating animator play animation clip, playable time is 0,169798100367188
Updating animator play animation clip, playable time is 0,175884029828012
Updating animator play animation clip, playable time is 0,181938465218991
Updating animator play animation clip, playable time is 0,18799290060997
Updating animator play animation clip, playable time is 0,194047336000949
Updating animator play animation clip, playable time is 0,200101771391928
Updating animator play animation clip, playable time is 0,206172930076718
Updating animator play animation clip, playable time is 0,212227365467697
Updating animator play animation clip, playable time is 0,218326529953629
Updating animator play animation clip, playable time is 0,224392429925501
Updating animator play animation clip, playable time is 0,23044686531648
Updating animator play animation clip, playable time is 0,236501300707459
Updating animator play animation clip, playable time is 0,242597130127251
Updating animator play animation clip, playable time is 0,24865156551823
Updating animator play animation clip, playable time is 0,254706000909209
Updating animator play animation clip, playable time is 0,260760436300188
Updating animator play animation clip, playable time is 0,266842429991812
Updating animator play animation clip, playable time is 0,272937629837543
Updating animator play animation clip, playable time is 0,278992065228522
Updating animator play animation clip, playable time is 0,285046500619501
Updating animator play animation clip, playable time is 0,29110093601048
Updating animator play animation clip, playable time is 0,297155371401459
Updating animator play animation clip, playable time is 0,303209806792438
Updating animator play animation clip, playable time is 0,309264242183417
Updating animator play animation clip, playable time is 0,315337730105966
Updating animator play animation clip, playable time is 0,321400530170649
Updating animator play animation clip, playable time is 0,327503229957074
Updating animator play animation clip, playable time is 0,333591729868203
Updating animator play animation clip, playable time is 0,339646165259182
Updating animator play animation clip, playable time is 0,345700600650162
Updating animator play animation clip, playable time is 0,351755036041141
Updating animator play animation clip, playable time is 0,35780947143212
Updating animator play animation clip, playable time is 0,363969329744577
Updating animator play animation clip, playable time is 0,370112729724497
Updating animator play animation clip, playable time is 0,376167165115476
Updating animator play animation clip, playable time is 0,382221600506455
Updating animator play animation clip, playable time is 0,388276035897434
Updating animator play animation clip, playable time is 0,394330471288413
Updating animator play animation clip, playable time is 0,400384906679392
Updating animator play animation clip, playable time is 0,406439342070371
Updating animator play animation clip, playable time is 0,41249377746135
Updating animator play animation clip, playable time is 0,418548212852329
Updating animator play animation clip, playable time is 0,424602648243308
Updating animator play animation clip, playable time is 0,430657083634287
Updating animator play animation clip, playable time is 0,43673222977668
Updating animator play animation clip, playable time is 0,44278666516766
Updating animator play animation clip, playable time is 0,448892429936677
Updating animator play animation clip, playable time is 0,454946865327656
Updating animator play animation clip, playable time is 0,461068729870021
Updating animator play animation clip, playable time is 0,467123165261
Updating animator play animation clip, playable time is 0,473177600651979
Updating animator play animation clip, playable time is 0,479232036042958
Updating animator play animation clip, playable time is 0,485286471433938
Updating animator play animation clip, playable time is 0,491340906824917
Updating animator play animation clip, playable time is 0,497395342215896
Updating animator play animation clip, playable time is 0,503470129799098
Updating animator play animation clip, playable time is 0,509524565190077
Updating animator play animation clip, playable time is 0,515579000581056
Updating animator play animation clip, playable time is 0,521633435972035
Updating animator play animation clip, playable time is 0,527687871363014
Updating animator play animation clip, playable time is 0,533776629716158
Updating animator play animation clip, playable time is 0,539831065107137
Updating animator play animation clip, playable time is 0,545916529837996
Updating animator play animation clip, playable time is 0,551970965228975
Updating animator play animation clip, playable time is 0,558025400619954
Updating animator play animation clip, playable time is 0,564079836010933
Updating animator play animation clip, playable time is 0,570142329670489
Updating animator play animation clip, playable time is 0,576196765061468
Updating animator play animation clip, playable time is 0,582287929486483
Updating animator play animation clip, playable time is 0,588342364877462
Updating animator play animation clip, playable time is 0,594396800268441
Updating animator play animation clip, playable time is 0,600476129446179
Updating animator play animation clip, playable time is 0,606551329605281
Updating animator play animation clip, playable time is 0,61260576499626
Updating animator play animation clip, playable time is 0,618687629699707
Updating animator play animation clip, playable time is 0,624742065090686
Updating animator play animation clip, playable time is 0,630796500481665
Updating animator play animation clip, playable time is 0,636850935872644
Updating animator play animation clip, playable time is 0,643033229745924
Updating animator play animation clip, playable time is 0,649087665136904
Updating animator play animation clip, playable time is 0,655142100527883
Updating animator play animation clip, playable time is 0,661196535918862
Updating animator play animation clip, playable time is 0,667250971309841
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121349939145148
Updating animator play animation clip, playable time is 0,0182470940053463
Updating animator play animation clip, playable time is 0,0243015293963253
Updating animator play animation clip, playable time is 0,0303559647873044
Updating animator play animation clip, playable time is 0,0364104001782835
Updating animator play animation clip, playable time is 0,0424648355692625
Updating animator play animation clip, playable time is 0,0485335942357779
Updating animator play animation clip, playable time is 0,0546080940403044
Updating animator play animation clip, playable time is 0,0606625294312835
Updating animator play animation clip, playable time is 0,0667169648222625
Updating animator play animation clip, playable time is 0,0727714002132416
Updating animator play animation clip, playable time is 0,0788356941193342
Updating animator play animation clip, playable time is 0,0849015940912068
Updating animator play animation clip, playable time is 0,0909631941467524
Updating animator play animation clip, playable time is 0,0971046942286193
Updating animator play animation clip, playable time is 0,103159129619598
Updating animator play animation clip, playable time is 0,109213565010577
Updating animator play animation clip, playable time is 0,115298894234002
Updating animator play animation clip, playable time is 0,121353329624981
Updating animator play animation clip, playable time is 0,12740776501596
Updating animator play animation clip, playable time is 0,133462200406939
Updating animator play animation clip, playable time is 0,139516635797918
Updating animator play animation clip, playable time is 0,145608094520867
Updating animator play animation clip, playable time is 0,151662529911846
Updating animator play animation clip, playable time is 0,157716965302825
Updating animator play animation clip, playable time is 0,163895794656128
Updating animator play animation clip, playable time is 0,169950230047107
Updating animator play animation clip, playable time is 0,176004665438086
Updating animator play animation clip, playable time is 0,182059100829065
Updating animator play animation clip, playable time is 0,188113536220044
Updating animator play animation clip, playable time is 0,194167971611023
Updating animator play animation clip, playable time is 0,200222407002002
Updating animator play animation clip, playable time is 0,206276842392981
Updating animator play animation clip, playable time is 0,21233127778396
Updating animator play animation clip, playable time is 0,218385713174939
Updating animator play animation clip, playable time is 0,224465494975448
Updating animator play animation clip, playable time is 0,230519930366427
Updating animator play animation clip, playable time is 0,236599495168775
Updating animator play animation clip, playable time is 0,242653930559754
Updating animator play animation clip, playable time is 0,248779495246708
Updating animator play animation clip, playable time is 0,254833930637687
Updating animator play animation clip, playable time is 0,260888366028666
Updating animator play animation clip, playable time is 0,266973595134914
Updating animator play animation clip, playable time is 0,273071895353496
Updating animator play animation clip, playable time is 0,279126330744475
Updating animator play animation clip, playable time is 0,285180766135454
Updating animator play animation clip, playable time is 0,291242495179176
Updating animator play animation clip, playable time is 0,297296930570155
Updating animator play animation clip, playable time is 0,303351365961134
Updating animator play animation clip, playable time is 0,309405801352113
Updating animator play animation clip, playable time is 0,315460236743093
Updating animator play animation clip, playable time is 0,321514672134072
Updating animator play animation clip, playable time is 0,327585795428604
Updating animator play animation clip, playable time is 0,333640230819583
Updating animator play animation clip, playable time is 0,339694666210562
Updating animator play animation clip, playable time is 0,345825595315546
Updating animator play animation clip, playable time is 0,351880030706525
Updating animator play animation clip, playable time is 0,357934466097504
Updating animator play animation clip, playable time is 0,3639991953969
Updating animator play animation clip, playable time is 0,370053630787879
Updating animator play animation clip, playable time is 0,376163595356047
Updating animator play animation clip, playable time is 0,382218030747026
Updating animator play animation clip, playable time is 0,388272466138005
Updating animator play animation clip, playable time is 0,394326901528984
Updating animator play animation clip, playable time is 0,400381336919963
Updating animator play animation clip, playable time is 0,406435772310942
Updating animator play animation clip, playable time is 0,412516095209867
Updating animator play animation clip, playable time is 0,418570530600846
Updating animator play animation clip, playable time is 0,424624965991825
Updating animator play animation clip, playable time is 0,430679401382804
Updating animator play animation clip, playable time is 0,436733836773783
Updating animator play animation clip, playable time is 0,442845995072275
Updating animator play animation clip, playable time is 0,448900430463254
Updating animator play animation clip, playable time is 0,454954865854234
Updating animator play animation clip, playable time is 0,461009301245213
Updating animator play animation clip, playable time is 0,467063736636192
Updating animator play animation clip, playable time is 0,473239094950259
Updating animator play animation clip, playable time is 0,479293530341238
Updating animator play animation clip, playable time is 0,485347965732217
Updating animator play animation clip, playable time is 0,491402401123196
Updating animator play animation clip, playable time is 0,497456836514175
Updating animator play animation clip, playable time is 0,503511271905154
Updating animator play animation clip, playable time is 0,509565707296133
Updating animator play animation clip, playable time is 0,515649895183742
Updating animator play animation clip, playable time is 0,521726595237851
Updating animator play animation clip, playable time is 0,52778103062883
Updating animator play animation clip, playable time is 0,533835466019809
Updating animator play animation clip, playable time is 0,539889901410788
Updating animator play animation clip, playable time is 0,545966695062816
Updating animator play animation clip, playable time is 0,552066895179451
Updating animator play animation clip, playable time is 0,55812133057043
Updating animator play animation clip, playable time is 0,564184195362031
Updating animator play animation clip, playable time is 0,570238630753011
Updating animator play animation clip, playable time is 0,57629306614399
Updating animator play animation clip, playable time is 0,582347501534969
Updating animator play animation clip, playable time is 0,588425995316356
Updating animator play animation clip, playable time is 0,594501095358282
Updating animator play animation clip, playable time is 0,600593395531178
Updating animator play animation clip, playable time is 0,606647830922157
Updating animator play animation clip, playable time is 0,612702266313136
Updating animator play animation clip, playable time is 0,618756701704115
Updating animator play animation clip, playable time is 0,624811137095094
Updating animator play animation clip, playable time is 0,630882295779884
Updating animator play animation clip, playable time is 0,636936731170863
Updating animator play animation clip, playable time is 0,643066495656967
Updating animator play animation clip, playable time is 0,649120931047946
Updating animator play animation clip, playable time is 0,655199995730072
Updating animator play animation clip, playable time is 0,661254431121051
Updating animator play animation clip, playable time is 0,66730886651203
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 4
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 323202.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 323255.
To disable this warning, set '[Link] = false;'.
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00606530020013452
Updating animator play animation clip, playable time is 0,0121287000365555
Updating animator play animation clip, playable time is 0,0182101000100374
Updating animator play animation clip, playable time is 0,0242645354010165
Updating animator play animation clip, playable time is 0,0303485002368689
Updating animator play animation clip, playable time is 0,0364432004280388
Updating animator play animation clip, playable time is 0,0424976358190179
Updating animator play animation clip, playable time is 0,0485520712099969
Updating animator play animation clip, playable time is 0,054606506600976
Updating animator play animation clip, playable time is 0,060660941991955
Updating animator play animation clip, playable time is 0,0667153773829341
Updating animator play animation clip, playable time is 0,0727811004035175
Updating animator play animation clip, playable time is 0,0788537003099918
Updating animator play animation clip, playable time is 0,084925000090152
Updating animator play animation clip, playable time is 0,0909893000498414
Updating animator play animation clip, playable time is 0,0970741999335587
Updating animator play animation clip, playable time is 0,103194799739867
Updating animator play animation clip, playable time is 0,109249235130847
Updating animator play animation clip, playable time is 0,115303670521826
Updating animator play animation clip, playable time is 0,121358105912805
Updating animator play animation clip, playable time is 0,127412541303784
Updating animator play animation clip, playable time is 0,133466976694763
Updating animator play animation clip, playable time is 0,139521412085742
Updating animator play animation clip, playable time is 0,145587299950421
Updating animator play animation clip, playable time is 0,1516417353414
Updating animator play animation clip, playable time is 0,157703099772334
Updating animator play animation clip, playable time is 0,163795299828053
Updating animator play animation clip, playable time is 0,169849735219032
Updating animator play animation clip, playable time is 0,175904170610011
Updating animator play animation clip, playable time is 0,181978299748152
Updating animator play animation clip, playable time is 0,18805589992553
Updating animator play animation clip, playable time is 0,194110335316509
Updating animator play animation clip, playable time is 0,200184599962085
Updating animator play animation clip, playable time is 0,206239035353065
Updating animator play animation clip, playable time is 0,212302600033581
Updating animator play animation clip, playable time is 0,218366799876094
Updating animator play animation clip, playable time is 0,224442199803889
Updating animator play animation clip, playable time is 0,23052389966324
Updating animator play animation clip, playable time is 0,236624099779874
Updating animator play animation clip, playable time is 0,242678535170853
Updating animator play animation clip, playable time is 0,248732970561832
Updating animator play animation clip, playable time is 0,254787405952811
Updating animator play animation clip, playable time is 0,26084184134379
Updating animator play animation clip, playable time is 0,266896276734769
Updating animator play animation clip, playable time is 0,272967000026256
Updating animator play animation clip, playable time is 0,279031299985945
Updating animator play animation clip, playable time is 0,285099999979138
Updating animator play animation clip, playable time is 0,291154435370117
Updating animator play animation clip, playable time is 0,297253400087357
Updating animator play animation clip, playable time is 0,303382200188935
Updating animator play animation clip, playable time is 0,309436635579914
Updating animator play animation clip, playable time is 0,315491070970893
Updating animator play animation clip, playable time is 0,321545506361872
Updating animator play animation clip, playable time is 0,327599941752851
Updating animator play animation clip, playable time is 0,33365437714383
Updating animator play animation clip, playable time is 0,339708812534809
Updating animator play animation clip, playable time is 0,345763247925788
Updating animator play animation clip, playable time is 0,351817683316767
Updating animator play animation clip, playable time is 0,357902300544083
Updating animator play animation clip, playable time is 0,363956735935062
Updating animator play animation clip, playable time is 0,370069200638682
Updating animator play animation clip, playable time is 0,376123636029661
Updating animator play animation clip, playable time is 0,38217807142064
Updating animator play animation clip, playable time is 0,388232506811619
Updating animator play animation clip, playable time is 0,394296500831842
Updating animator play animation clip, playable time is 0,400350936222821
Updating animator play animation clip, playable time is 0,406419100705534
Updating animator play animation clip, playable time is 0,412473536096513
Updating animator play animation clip, playable time is 0,41855230089277
Updating animator play animation clip, playable time is 0,424740300979465
Updating animator play animation clip, playable time is 0,430794736370444
Updating animator play animation clip, playable time is 0,436849171761423
Updating animator play animation clip, playable time is 0,442903607152402
Updating animator play animation clip, playable time is 0,448958042543381
Updating animator play animation clip, playable time is 0,455012477934361
Updating animator play animation clip, playable time is 0,46106691332534
Updating animator play animation clip, playable time is 0,467121348716319
Updating animator play animation clip, playable time is 0,473175784107298
Updating animator play animation clip, playable time is 0,479230219498277
Updating animator play animation clip, playable time is 0,485284654889256
Updating animator play animation clip, playable time is 0,491339090280235
Updating animator play animation clip, playable time is 0,49741420103237
Updating animator play animation clip, playable time is 0,503536601085216
Updating animator play animation clip, playable time is 0,509591036476195
Updating animator play animation clip, playable time is 0,515645471867174
Updating animator play animation clip, playable time is 0,521699907258153
Updating animator play animation clip, playable time is 0,527754342649132
Updating animator play animation clip, playable time is 0,533808778040111
Updating animator play animation clip, playable time is 0,53987380117178
Updating animator play animation clip, playable time is 0,545934301335365
Updating animator play animation clip, playable time is 0,552000901196152
Updating animator play animation clip, playable time is 0,558055336587131
Updating animator play animation clip, playable time is 0,564147101249546
Updating animator play animation clip, playable time is 0,570201536640525
Updating animator play animation clip, playable time is 0,576255972031504
Updating animator play animation clip, playable time is 0,582339701242745
Updating animator play animation clip, playable time is 0,588394136633724
Updating animator play animation clip, playable time is 0,594463701359928
Updating animator play animation clip, playable time is 0,600526101421565
Updating animator play animation clip, playable time is 0,606598001439124
Updating animator play animation clip, playable time is 0,61266380129382
Updating animator play animation clip, playable time is 0,618718236684799
Updating animator play animation clip, playable time is 0,624790101312101
Updating animator play animation clip, playable time is 0,630877601448447
Updating animator play animation clip, playable time is 0,636946701444685
Updating animator play animation clip, playable time is 0,643001136835665
Updating animator play animation clip, playable time is 0,649055572226644
Updating animator play animation clip, playable time is 0,655110007617623
Updating animator play animation clip, playable time is 0,661199301481247
Updating animator play animation clip, playable time is 0,667253736872226
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 325615.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 325667.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 325669.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 325811.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00608440022915602
Updating animator play animation clip, playable time is 0,0121388356201351
Updating animator play animation clip, playable time is 0,0181932710111141
Updating animator play animation clip, playable time is 0,0242623002268374
Updating animator play animation clip, playable time is 0,0303167356178164
Updating animator play animation clip, playable time is 0,0364019004628062
Updating animator play animation clip, playable time is 0,0424563358537853
Updating animator play animation clip, playable time is 0,0485351006500423
Updating animator play animation clip, playable time is 0,0545895360410213
Updating animator play animation clip, playable time is 0,0606735008768737
Updating animator play animation clip, playable time is 0,0667279362678528
Updating animator play animation clip, playable time is 0,0727823716588318
Updating animator play animation clip, playable time is 0,0788627010770142
Updating animator play animation clip, playable time is 0,0849171364679933
Updating animator play animation clip, playable time is 0,0909834010526538
Updating animator play animation clip, playable time is 0,0970673011615872
Updating animator play animation clip, playable time is 0,103121736552566
Updating animator play animation clip, playable time is 0,109187001362443
Updating animator play animation clip, playable time is 0,115241436753422
Updating animator play animation clip, playable time is 0,121322301216424
Updating animator play animation clip, playable time is 0,127376736607403
Updating animator play animation clip, playable time is 0,133456901181489
Updating animator play animation clip, playable time is 0,139511336572468
Updating animator play animation clip, playable time is 0,145580601412803
Updating animator play animation clip, playable time is 0,151652101427317
Updating animator play animation clip, playable time is 0,157726001460105
Updating animator play animation clip, playable time is 0,163780436851084
Updating animator play animation clip, playable time is 0,169855401385576
Updating animator play animation clip, playable time is 0,175909836776555
Updating animator play animation clip, playable time is 0,181983301416039
Updating animator play animation clip, playable time is 0,188037736807019
Updating animator play animation clip, playable time is 0,194106601644307
Updating animator play animation clip, playable time is 0,200176201760769
Updating animator play animation clip, playable time is 0,206230637151748
Updating animator play animation clip, playable time is 0,212302201893181
Updating animator play animation clip, playable time is 0,218373301904649
Updating animator play animation clip, playable time is 0,224427737295628
Updating animator play animation clip, playable time is 0,230520802084357
Updating animator play animation clip, playable time is 0,236575237475336
Updating animator play animation clip, playable time is 0,242636102251709
Updating animator play animation clip, playable time is 0,248706802260131
Updating animator play animation clip, playable time is 0,254770502448082
Updating animator play animation clip, playable time is 0,260837202426046
Updating animator play animation clip, playable time is 0,266905302647501
Updating animator play animation clip, playable time is 0,27297270251438
Updating animator play animation clip, playable time is 0,279033602681011
Updating animator play animation clip, playable time is 0,28508803807199
Updating animator play animation clip, playable time is 0,29117090255022
Updating animator play animation clip, playable time is 0,2972253379412
Updating animator play animation clip, playable time is 0,303301502484828
Updating animator play animation clip, playable time is 0,309355937875807
Updating animator play animation clip, playable time is 0,315426202490926
Updating animator play animation clip, playable time is 0,321562002412975
Updating animator play animation clip, playable time is 0,327616437803954
Updating animator play animation clip, playable time is 0,333670873194933
Updating animator play animation clip, playable time is 0,339725308585912
Updating animator play animation clip, playable time is 0,345779743976891
Updating animator play animation clip, playable time is 0,35183417936787
Updating animator play animation clip, playable time is 0,357888614758849
Updating animator play animation clip, playable time is 0,363964102696627
Updating animator play animation clip, playable time is 0,370027502533048
Updating animator play animation clip, playable time is 0,376088302582502
Updating animator play animation clip, playable time is 0,382142737973481
Updating animator play animation clip, playable time is 0,388225902803242
Updating animator play animation clip, playable time is 0,394311102572829
Updating animator play animation clip, playable time is 0,400365537963808
Updating animator play animation clip, playable time is 0,406419973354787
Updating animator play animation clip, playable time is 0,412481602746993
Updating animator play animation clip, playable time is 0,418543802574277
Updating animator play animation clip, playable time is 0,424628302454948
Updating animator play animation clip, playable time is 0,430682737845927
Updating animator play animation clip, playable time is 0,436760302633047
Updating animator play animation clip, playable time is 0,442814738024026
Updating animator play animation clip, playable time is 0,448889502789825
Updating animator play animation clip, playable time is 0,454950302839279
Updating animator play animation clip, playable time is 0,461015902925283
Updating animator play animation clip, playable time is 0,467070338316262
Updating animator play animation clip, playable time is 0,473146703094244
Updating animator play animation clip, playable time is 0,479216902982444
Updating animator play animation clip, playable time is 0,485271338373423
Updating animator play animation clip, playable time is 0,491338702850044
Updating animator play animation clip, playable time is 0,497406403068453
Updating animator play animation clip, playable time is 0,503487003035843
Updating animator play animation clip, playable time is 0,509541438426822
Updating animator play animation clip, playable time is 0,515595873817801
Updating animator play animation clip, playable time is 0,52168190293014
Updating animator play animation clip, playable time is 0,52773633832112
Updating animator play animation clip, playable time is 0,533808402717113
Updating animator play animation clip, playable time is 0,539873402565718
Updating animator play animation clip, playable time is 0,545942902565002
Updating animator play animation clip, playable time is 0,551997337955981
Updating animator play animation clip, playable time is 0,558069602586329
Updating animator play animation clip, playable time is 0,564124037977308
Updating animator play animation clip, playable time is 0,570201402530074
Updating animator play animation clip, playable time is 0,576268502511084
Updating animator play animation clip, playable time is 0,582337602507323
Updating animator play animation clip, playable time is 0,588403902482241
Updating animator play animation clip, playable time is 0,594464902300388
Updating animator play animation clip, playable time is 0,600537402089685
Updating animator play animation clip, playable time is 0,606591837480664
Updating animator play animation clip, playable time is 0,61265400191769
Updating animator play animation clip, playable time is 0,618736002128571
Updating animator play animation clip, playable time is 0,62479043751955
Updating animator play animation clip, playable time is 0,630868501961231
Updating animator play animation clip, playable time is 0,63692293735221
Updating animator play animation clip, playable time is 0,642988202162087
Updating animator play animation clip, playable time is 0,649068302009255
Updating animator play animation clip, playable time is 0,655122737400234
Updating animator play animation clip, playable time is 0,661183902062476
Updating animator play animation clip, playable time is 0,667260602116585
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Save called for path cq3_autosave0.dat
grid num 3
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
grid num 4
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
awarded keys
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Chest Level: 50
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00606939988210797
Updating animator play animation clip, playable time is 0,0122205000370741
Updating animator play animation clip, playable time is 0,0182749354280531
Updating animator play animation clip, playable time is 0,0243293708190322
Updating animator play animation clip, playable time is 0,0303838062100112
Updating animator play animation clip, playable time is 0,0364382416009903
Updating animator play animation clip, playable time is 0,0424926769919693
Updating animator play animation clip, playable time is 0,0485471123829484
Updating animator play animation clip, playable time is 0,0546015477739275
Updating animator play animation clip, playable time is 0,0606559831649065
Updating animator play animation clip, playable time is 0,0667247003875673
Updating animator play animation clip, playable time is 0,0727905002422631
Updating animator play animation clip, playable time is 0,0788526004180312
Updating animator play animation clip, playable time is 0,0849541001953185
Updating animator play animation clip, playable time is 0,0910570002160966
Updating animator play animation clip, playable time is 0,0971114356070757
Updating animator play animation clip, playable time is 0,103165870998055
Updating animator play animation clip, playable time is 0,109220306389034
Updating animator play animation clip, playable time is 0,115274741780013
Updating animator play animation clip, playable time is 0,121329177170992
Updating animator play animation clip, playable time is 0,127383612561971
Updating animator play animation clip, playable time is 0,133453500457108
Updating animator play animation clip, playable time is 0,139521700330079
Updating animator play animation clip, playable time is 0,145596700254828
Updating animator play animation clip, playable time is 0,151651135645807
Updating animator play animation clip, playable time is 0,157705571036786
Updating animator play animation clip, playable time is 0,163774900138378
Updating animator play animation clip, playable time is 0,16984450025484
Updating animator play animation clip, playable time is 0,175906500313431
Updating animator play animation clip, playable time is 0,181989200413227
Updating animator play animation clip, playable time is 0,188043635804206
Updating animator play animation clip, playable time is 0,194127000402659
Updating animator play animation clip, playable time is 0,200181435793638
Updating animator play animation clip, playable time is 0,206248700618744
Updating animator play animation clip, playable time is 0,212316800840199
Updating animator play animation clip, playable time is 0,218371236231178
Updating animator play animation clip, playable time is 0,224448500666767
Updating animator play animation clip, playable time is 0,230510400608182
Updating animator play animation clip, playable time is 0,236564835999161
Updating animator play animation clip, playable time is 0,242646600585431
Updating animator play animation clip, playable time is 0,24870103597641
Updating animator play animation clip, playable time is 0,254773000720888
Updating animator play animation clip, playable time is 0,260843400843441
Updating animator play animation clip, playable time is 0,266897836234421
Updating animator play animation clip, playable time is 0,272961800917983
Updating animator play animation clip, playable time is 0,279035700950772
Updating animator play animation clip, playable time is 0,285090136341751
Updating animator play animation clip, playable time is 0,291175900958478
Updating animator play animation clip, playable time is 0,297240001149476
Updating animator play animation clip, playable time is 0,303304001223296
Updating animator play animation clip, playable time is 0,309358436614275
Updating animator play animation clip, playable time is 0,315438301302493
Updating animator play animation clip, playable time is 0,321492736693472
Updating animator play animation clip, playable time is 0,327563501428813
Updating animator play animation clip, playable time is 0,333617936819792
Updating animator play animation clip, playable time is 0,339694301597774
Updating animator play animation clip, playable time is 0,345767501741648
Updating animator play animation clip, playable time is 0,351821937132627
Updating animator play animation clip, playable time is 0,357892801985145
Updating animator play animation clip, playable time is 0,363947237376124
Updating animator play animation clip, playable time is 0,370014201849699
Updating animator play animation clip, playable time is 0,376092501915991
Updating animator play animation clip, playable time is 0,38214693730697
Updating animator play animation clip, playable time is 0,388223901856691
Updating animator play animation clip, playable time is 0,394288802053779
Updating animator play animation clip, playable time is 0,400362501852214
Updating animator play animation clip, playable time is 0,406416937243193
Updating animator play animation clip, playable time is 0,412482401821762
Updating animator play animation clip, playable time is 0,41858080169186
Updating animator play animation clip, playable time is 0,424692601896822
Updating animator play animation clip, playable time is 0,430747037287802
Updating animator play animation clip, playable time is 0,436801472678781
Updating animator play animation clip, playable time is 0,44285590806976
Updating animator play animation clip, playable time is 0,448910343460739
Updating animator play animation clip, playable time is 0,454964778851718
Updating animator play animation clip, playable time is 0,461026302073151
Updating animator play animation clip, playable time is 0,46708073746413
Updating animator play animation clip, playable time is 0,473146501928568
Updating animator play animation clip, playable time is 0,479210502002388
Updating animator play animation clip, playable time is 0,485272401943803
Updating animator play animation clip, playable time is 0,49134660186246
Updating animator play animation clip, playable time is 0,497414001729339
Updating animator play animation clip, playable time is 0,503484601620585
Updating animator play animation clip, playable time is 0,509539037011564
Updating animator play animation clip, playable time is 0,51560430182144
Updating animator play animation clip, playable time is 0,521675301715732
Updating animator play animation clip, playable time is 0,527729737106711
Updating animator play animation clip, playable time is 0,533804301638156
Updating animator play animation clip, playable time is 0,539876401424408
Updating animator play animation clip, playable time is 0,545930836815387
Updating animator play animation clip, playable time is 0,551998901646584
Updating animator play animation clip, playable time is 0,558074501808733
Updating animator play animation clip, playable time is 0,564128937199712
Updating animator play animation clip, playable time is 0,570216701831669
Updating animator play animation clip, playable time is 0,576271137222648
Updating animator play animation clip, playable time is 0,582342301961035
Updating animator play animation clip, playable time is 0,588396737352014
Updating animator play animation clip, playable time is 0,594464402180165
Updating animator play animation clip, playable time is 0,600537502206862
Updating animator play animation clip, playable time is 0,606599402148277
Updating animator play animation clip, playable time is 0,612653837539256
Updating animator play animation clip, playable time is 0,618723702151328
Updating animator play animation clip, playable time is 0,624796402174979
Updating animator play animation clip, playable time is 0,630864402279258
Updating animator play animation clip, playable time is 0,636918837670237
Updating animator play animation clip, playable time is 0,642992102075368
Updating animator play animation clip, playable time is 0,649129102006555
Updating animator play animation clip, playable time is 0,655183537397534
Updating animator play animation clip, playable time is 0,661237972788513
Updating animator play animation clip, playable time is 0,667299902066588
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606429995968938
Updating animator play animation clip, playable time is 0,0121187353506684
Updating animator play animation clip, playable time is 0,0182015001773834
Updating animator play animation clip, playable time is 0,0242723003029823
Updating animator play animation clip, playable time is 0,0303267356939614
Updating animator play animation clip, playable time is 0,0363895003683865
Updating animator play animation clip, playable time is 0,0424569002352655
Updating animator play animation clip, playable time is 0,0485398001037538
Updating animator play animation clip, playable time is 0,0545942354947329
Updating animator play animation clip, playable time is 0,0607016999274492
Updating animator play animation clip, playable time is 0,0667561353184283
Updating animator play animation clip, playable time is 0,0728105707094073
Updating animator play animation clip, playable time is 0,0788650061003864
Updating animator play animation clip, playable time is 0,0851003997959197
Updating animator play animation clip, playable time is 0,0911548351868987
Updating animator play animation clip, playable time is 0,0972092705778778
Updating animator play animation clip, playable time is 0,103263705968857
Updating animator play animation clip, playable time is 0,109318141359836
Updating animator play animation clip, playable time is 0,115372576750815
Updating animator play animation clip, playable time is 0,121427012141794
Updating animator play animation clip, playable time is 0,127481447532773
Updating animator play animation clip, playable time is 0,133535882923752
Updating animator play animation clip, playable time is 0,139590318314731
Updating animator play animation clip, playable time is 0,14564475370571
Updating animator play animation clip, playable time is 0,151713199913502
Updating animator play animation clip, playable time is 0,157806700095534
Updating animator play animation clip, playable time is 0,163861135486513
Updating animator play animation clip, playable time is 0,169915570877492
Updating animator play animation clip, playable time is 0,175970006268471
Updating animator play animation clip, playable time is 0,182065200060606
Updating animator play animation clip, playable time is 0,188119635451585
Updating animator play animation clip, playable time is 0,194174070842564
Updating animator play animation clip, playable time is 0,200228506233543
Updating animator play animation clip, playable time is 0,206358700059354
Updating animator play animation clip, playable time is 0,212413135450333
Updating animator play animation clip, playable time is 0,218491000123322
Updating animator play animation clip, playable time is 0,224545435514301
Updating animator play animation clip, playable time is 0,23059987090528
Updating animator play animation clip, playable time is 0,236683499999344
Updating animator play animation clip, playable time is 0,242737935390323
Updating animator play animation clip, playable time is 0,248792370781302
Updating animator play animation clip, playable time is 0,254846806172282
Updating animator play animation clip, playable time is 0,260901241563261
Updating animator play animation clip, playable time is 0,26695567695424
Updating animator play animation clip, playable time is 0,273010112345219
Updating animator play animation clip, playable time is 0,279142000246793
Updating animator play animation clip, playable time is 0,285196435637772
Updating animator play animation clip, playable time is 0,291250871028751
Updating animator play animation clip, playable time is 0,29730530641973
Updating animator play animation clip, playable time is 0,303359741810709
Updating animator play animation clip, playable time is 0,309414177201688
Updating animator play animation clip, playable time is 0,315468612592667
Updating animator play animation clip, playable time is 0,321523047983646
Updating animator play animation clip, playable time is 0,327577483374625
Updating animator play animation clip, playable time is 0,333650400396436
Updating animator play animation clip, playable time is 0,339704835787416
Updating animator play animation clip, playable time is 0,345834200270474
Updating animator play animation clip, playable time is 0,351888635661453
Updating animator play animation clip, playable time is 0,357949700206518
Updating animator play animation clip, playable time is 0,364004135597497
Updating animator play animation clip, playable time is 0,370058570988476
Updating animator play animation clip, playable time is 0,376152300275862
Updating animator play animation clip, playable time is 0,382206735666841
Updating animator play animation clip, playable time is 0,388269100338221
Updating animator play animation clip, playable time is 0,3943235357292
Updating animator play animation clip, playable time is 0,400377971120179
Updating animator play animation clip, playable time is 0,406490000430495
Updating animator play animation clip, playable time is 0,412544435821474
Updating animator play animation clip, playable time is 0,418653200380504
Updating animator play animation clip, playable time is 0,424707635771483
Updating animator play animation clip, playable time is 0,430762071162462
Updating animator play animation clip, playable time is 0,436816506553441
Updating animator play animation clip, playable time is 0,44287094194442
Updating animator play animation clip, playable time is 0,448925377335399
Updating animator play animation clip, playable time is 0,454979812726378
Updating animator play animation clip, playable time is 0,461034248117357
Updating animator play animation clip, playable time is 0,467088683508337
Updating animator play animation clip, playable time is 0,473186000715941
Updating animator play animation clip, playable time is 0,47924043610692
Updating animator play animation clip, playable time is 0,485294871497899
Updating animator play animation clip, playable time is 0,491349306888878
Updating animator play animation clip, playable time is 0,497403742279857
Updating animator play animation clip, playable time is 0,503479300998151
Updating animator play animation clip, playable time is 0,509548501111567
Updating animator play animation clip, playable time is 0,515612901188433
Updating animator play animation clip, playable time is 0,521667336579412
Updating animator play animation clip, playable time is 0,527733501046896
Updating animator play animation clip, playable time is 0,533796801231802
Updating animator play animation clip, playable time is 0,539864501450211
Updating animator play animation clip, playable time is 0,545935201458633
Updating animator play animation clip, playable time is 0,551997801288962
Updating animator play animation clip, playable time is 0,558061001356691
Updating animator play animation clip, playable time is 0,564141301438212
Updating animator play animation clip, playable time is 0,570195736829191
Updating animator play animation clip, playable time is 0,576270901598036
Updating animator play animation clip, playable time is 0,582325336989015
Updating animator play animation clip, playable time is 0,588410101830959
Updating animator play animation clip, playable time is 0,594464537221938
Updating animator play animation clip, playable time is 0,60052880179137
Updating animator play animation clip, playable time is 0,606600901577622
Updating animator play animation clip, playable time is 0,612655336968601
Updating animator play animation clip, playable time is 0,618727701716125
Updating animator play animation clip, playable time is 0,624782137107104
Updating animator play animation clip, playable time is 0,630852501839399
Updating animator play animation clip, playable time is 0,636923201847821
Updating animator play animation clip, playable time is 0,642990502063185
Updating animator play animation clip, playable time is 0,649051501881331
Updating animator play animation clip, playable time is 0,65512480167672
Updating animator play animation clip, playable time is 0,661179237067699
Updating animator play animation clip, playable time is 0,667260901536793
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num 4
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_Cathulhu
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest From Zero!
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Deaggro set destination
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
grid num 4
charging is false
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
grid num 5
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
grid num 5
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 5
charging is false
charging is false
grid num 4
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
grid num 5
grid num 4
charging is false
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
grid num 5
grid num 4
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
awarded keys
awarded keys
Chest Level: 50
Chest Level: 50
Chest Level: 50
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Auto saving
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 336350.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 336360.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
No point of interests found for quest Purrmaid Treasure Sunset!
Save called for path cq3_autosave0.dat
grid num 3
grid num 4
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
Chest Level: 50
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 337769.
To disable this warning, set '[Link] = false;'.
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num 3
Deaggro set destination
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num 4
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Chest Level: 50
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Auto saving
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Enemy_Ship_SpicySquidBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 41312
Stacked Music to play: BGM_SpicySquidsCombat
Next Audio to play: BGM_SpicySquidsCombat
charging is false
charging is false
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 5
Deaggro set destination
Enemy Enemy_Ship_SpicySquidBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
grid num 4
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
PlayInteractionFeedbackEffect
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 4
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquidBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 41312
Stacked Music to play: BGM_SpicySquidsCombat
Next Audio to play: BGM_SpicySquidsCombat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquidBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
phases 23
Enemy Enemy_Ship_SpicySquidBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
event start explosion
Empty container ... no audio!
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00607289979234338
Updating animator play animation clip, playable time is 0,0121779995970428
Updating animator play animation clip, playable time is 0,0182324349880219
Updating animator play animation clip, playable time is 0,024319099728018
Updating animator play animation clip, playable time is 0,0303735351189971
Updating animator play animation clip, playable time is 0,0364279705099761
Updating animator play animation clip, playable time is 0,0424824059009552
Updating animator play animation clip, playable time is 0,0485368412919343
Updating animator play animation clip, playable time is 0,0545912766829133
Updating animator play animation clip, playable time is 0,0607461999170482
Updating animator play animation clip, playable time is 0,0668006353080273
Updating animator play animation clip, playable time is 0,0728550706990063
Updating animator play animation clip, playable time is 0,0789095060899854
Updating animator play animation clip, playable time is 0,0849639414809644
Updating animator play animation clip, playable time is 0,0910183768719435
Updating animator play animation clip, playable time is 0,0970728122629225
Updating animator play animation clip, playable time is 0,103127247653902
Updating animator play animation clip, playable time is 0,109189600218087
Updating animator play animation clip, playable time is 0,115265800151974
Updating animator play animation clip, playable time is 0,121320235542953
Updating animator play animation clip, playable time is 0,127393499948084
Updating animator play animation clip, playable time is 0,133447935339063
Updating animator play animation clip, playable time is 0,139519900083542
Updating animator play animation clip, playable time is 0,145591100212187
Updating animator play animation clip, playable time is 0,151660200208426
Updating animator play animation clip, playable time is 0,157714635599405
Updating animator play animation clip, playable time is 0,163784800097346
Updating animator play animation clip, playable time is 0,169913900084794
Updating animator play animation clip, playable time is 0,175968335475773
Updating animator play animation clip, playable time is 0,182048399932683
Updating animator play animation clip, playable time is 0,188102835323662
Updating animator play animation clip, playable time is 0,194157270714641
Updating animator play animation clip, playable time is 0,20021170610562
Updating animator play animation clip, playable time is 0,206266141496599
Updating animator play animation clip, playable time is 0,212320576887578
Updating animator play animation clip, playable time is 0,218390999827534
Updating animator play animation clip, playable time is 0,224445435218513
Updating animator play animation clip, playable time is 0,230523299891502
Updating animator play animation clip, playable time is 0,236646299716085
Updating animator play animation clip, playable time is 0,242700735107064
Updating animator play animation clip, playable time is 0,248755170498043
Updating animator play animation clip, playable time is 0,254809605889022
Updating animator play animation clip, playable time is 0,260938299819827
Updating animator play animation clip, playable time is 0,266992735210806
Updating animator play animation clip, playable time is 0,273047170601785
Updating animator play animation clip, playable time is 0,279101605992764
Updating animator play animation clip, playable time is 0,285201400052756
Updating animator play animation clip, playable time is 0,291255835443735
Updating animator play animation clip, playable time is 0,297310270834714
Updating animator play animation clip, playable time is 0,303364706225693
Updating animator play animation clip, playable time is 0,309419141616672
Updating animator play animation clip, playable time is 0,315473577007651
Updating animator play animation clip, playable time is 0,32152801239863
Updating animator play animation clip, playable time is 0,327582447789609
Updating animator play animation clip, playable time is 0,333636883180588
Updating animator play animation clip, playable time is 0,339706500060856
Updating animator play animation clip, playable time is 0,345778800081462
Updating animator play animation clip, playable time is 0,351833235472441
Updating animator play animation clip, playable time is 0,357896900270134
Updating animator play animation clip, playable time is 0,363970200065523
Updating animator play animation clip, playable time is 0,370024635456502
Updating animator play animation clip, playable time is 0,376086399890482
Updating animator play animation clip, playable time is 0,382156599778682
Updating animator play animation clip, playable time is 0,388284799642861
Updating animator play animation clip, playable time is 0,39433923503384
Updating animator play animation clip, playable time is 0,400407699868083
Updating animator play animation clip, playable time is 0,406462135259062
Updating animator play animation clip, playable time is 0,412516570650041
Updating animator play animation clip, playable time is 0,41857100604102
Updating animator play animation clip, playable time is 0,424641000106931
Updating animator play animation clip, playable time is 0,43069543549791
Updating animator play animation clip, playable time is 0,436749870888889
Updating animator play animation clip, playable time is 0,442824900150299
Updating animator play animation clip, playable time is 0,448879335541278
Updating animator play animation clip, playable time is 0,454950300045311
Updating animator play animation clip, playable time is 0,461020099930465
Updating animator play animation clip, playable time is 0,467082299757749
Updating animator play animation clip, playable time is 0,473148899618536
Updating animator play animation clip, playable time is 0,479211599566042
Updating animator play animation clip, playable time is 0,485284599475563
Updating animator play animation clip, playable time is 0,491444999352098
Updating animator play animation clip, playable time is 0,497499434743077
Updating animator play animation clip, playable time is 0,503553870134056
Updating animator play animation clip, playable time is 0,509608305525035
Updating animator play animation clip, playable time is 0,515662740916014
Updating animator play animation clip, playable time is 0,521756899543107
Updating animator play animation clip, playable time is 0,527811334934086
Updating animator play animation clip, playable time is 0,533865770325065
Updating animator play animation clip, playable time is 0,539981799665838
Updating animator play animation clip, playable time is 0,546036235056818
Updating animator play animation clip, playable time is 0,552090670447797
Updating animator play animation clip, playable time is 0,558145105838776
Updating animator play animation clip, playable time is 0,564199541229755
Updating animator play animation clip, playable time is 0,570289799943566
Updating animator play animation clip, playable time is 0,576344235334545
Updating animator play animation clip, playable time is 0,582398670725524
Updating animator play animation clip, playable time is 0,588453106116503
Updating animator play animation clip, playable time is 0,594507541507483
Updating animator play animation clip, playable time is 0,600561976898462
Updating animator play animation clip, playable time is 0,606616412289441
Updating animator play animation clip, playable time is 0,61267084768042
Updating animator play animation clip, playable time is 0,618742200080305
Updating animator play animation clip, playable time is 0,624796635471284
Updating animator play animation clip, playable time is 0,630865700077266
Updating animator play animation clip, playable time is 0,636930900160223
Updating animator play animation clip, playable time is 0,642998000141233
Updating animator play animation clip, playable time is 0,649065100122243
Updating animator play animation clip, playable time is 0,655196500010788
Updating animator play animation clip, playable time is 0,661250935401767
Updating animator play animation clip, playable time is 0,667305370792747
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 348454.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121088707819581
Updating animator play animation clip, playable time is 0,0181741002015769
Updating animator play animation clip, playable time is 0,0242495001293719
Updating animator play animation clip, playable time is 0,0303170001134276
Updating animator play animation clip, playable time is 0,0363714355044067
Updating animator play animation clip, playable time is 0,0424480000510812
Updating animator play animation clip, playable time is 0,0485106999985874
Updating animator play animation clip, playable time is 0,0545839001424611
Updating animator play animation clip, playable time is 0,0607087002135813
Updating animator play animation clip, playable time is 0,0667631356045604
Updating animator play animation clip, playable time is 0,0728175709955394
Updating animator play animation clip, playable time is 0,0788720063865185
Updating animator play animation clip, playable time is 0,0849264417774975
Updating animator play animation clip, playable time is 0,0909808771684766
Updating animator play animation clip, playable time is 0,0970353125594556
Updating animator play animation clip, playable time is 0,103105200454593
Updating animator play animation clip, playable time is 0,109166200272739
Updating animator play animation clip, playable time is 0,115233900491148
Updating animator play animation clip, playable time is 0,121300700586289
Updating animator play animation clip, playable time is 0,12736300053075
Updating animator play animation clip, playable time is 0,133424100466073
Updating animator play animation clip, playable time is 0,139509700238705
Updating animator play animation clip, playable time is 0,145564135629684
Updating animator play animation clip, playable time is 0,151627500075847
Updating animator play animation clip, playable time is 0,157700200099498
Updating animator play animation clip, playable time is 0,163760799914598
Updating animator play animation clip, playable time is 0,169830499682575
Updating animator play animation clip, playable time is 0,175893499515951
Updating animator play animation clip, playable time is 0,18194793490693
Updating animator play animation clip, playable time is 0,188026699703187
Updating animator play animation clip, playable time is 0,19409989984706
Updating animator play animation clip, playable time is 0,200164899695665
Updating animator play animation clip, playable time is 0,206225599627942
Updating animator play animation clip, playable time is 0,212280035018921
Updating animator play animation clip, playable time is 0,218355699442327
Updating animator play animation clip, playable time is 0,22441679937765
Updating animator play animation clip, playable time is 0,230485699605197
Updating animator play animation clip, playable time is 0,236568199470639
Updating animator play animation clip, playable time is 0,242622634861618
Updating animator play animation clip, playable time is 0,248690699692816
Updating animator play animation clip, playable time is 0,254745135083795
Updating animator play animation clip, playable time is 0,260828399565071
Updating animator play animation clip, playable time is 0,266889099497348
Updating animator play animation clip, playable time is 0,272943534888327
Updating animator play animation clip, playable time is 0,279007999692112
Updating animator play animation clip, playable time is 0,285075099673122
Updating animator play animation clip, playable time is 0,291145499795675
Updating animator play animation clip, playable time is 0,297228799667209
Updating animator play animation clip, playable time is 0,303283235058188
Updating animator play animation clip, playable time is 0,309353599790484
Updating animator play animation clip, playable time is 0,315408035181463
Updating animator play animation clip, playable time is 0,321480999700725
Updating animator play animation clip, playable time is 0,327535435091704
Updating animator play animation clip, playable time is 0,333608799614012
Updating animator play animation clip, playable time is 0,339685199782252
Updating animator play animation clip, playable time is 0,345739635173231
Updating animator play animation clip, playable time is 0,351853400003165
Updating animator play animation clip, playable time is 0,357907835394144
Updating animator play animation clip, playable time is 0,363962270785123
Updating animator play animation clip, playable time is 0,370016706176102
Updating animator play animation clip, playable time is 0,376071141567081
Updating animator play animation clip, playable time is 0,382138499990106
Updating animator play animation clip, playable time is 0,388207400217652
Updating animator play animation clip, playable time is 0,394268500152975
Updating animator play animation clip, playable time is 0,400336100254208
Updating animator play animation clip, playable time is 0,406400000210851
Updating animator play animation clip, playable time is 0,412545300088823
Updating animator play animation clip, playable time is 0,418599735479802
Updating animator play animation clip, playable time is 0,424654170870781
Updating animator play animation clip, playable time is 0,43070860626176
Updating animator play animation clip, playable time is 0,436763041652739
Updating animator play animation clip, playable time is 0,442817477043718
Updating animator play animation clip, playable time is 0,448871912434697
Updating animator play animation clip, playable time is 0,454926347825676
Updating animator play animation clip, playable time is 0,460997000336647
Updating animator play animation clip, playable time is 0,467067500110716
Updating animator play animation clip, playable time is 0,473133100196719
Updating animator play animation clip, playable time is 0,479195500258356
Updating animator play animation clip, playable time is 0,485272300429642
Updating animator play animation clip, playable time is 0,491326735820621
Updating animator play animation clip, playable time is 0,4973811712116
Updating animator play animation clip, playable time is 0,503460200503469
Updating animator play animation clip, playable time is 0,509514635894448
Updating animator play animation clip, playable time is 0,515596000477672
Updating animator play animation clip, playable time is 0,521661500446498
Updating animator play animation clip, playable time is 0,52772630052641
Updating animator play animation clip, playable time is 0,533868800383061
Updating animator play animation clip, playable time is 0,53992323577404
Updating animator play animation clip, playable time is 0,545977671165019
Updating animator play animation clip, playable time is 0,552032106555998
Updating animator play animation clip, playable time is 0,558086541946977
Updating animator play animation clip, playable time is 0,564213800244033
Updating animator play animation clip, playable time is 0,570268235635012
Updating animator play animation clip, playable time is 0,576322671025991
Updating animator play animation clip, playable time is 0,58237710641697
Updating animator play animation clip, playable time is 0,58843154180795
Updating animator play animation clip, playable time is 0,594485977198929
Updating animator play animation clip, playable time is 0,600540412589908
Updating animator play animation clip, playable time is 0,606594847980887
Updating animator play animation clip, playable time is 0,612649283371866
Updating animator play animation clip, playable time is 0,618717200588435
Updating animator play animation clip, playable time is 0,624800300691277
Updating animator play animation clip, playable time is 0,630854736082256
Updating animator play animation clip, playable time is 0,636909171473235
Updating animator play animation clip, playable time is 0,642981700599194
Updating animator play animation clip, playable time is 0,649036135990173
Updating animator play animation clip, playable time is 0,65512330038473
Updating animator play animation clip, playable time is 0,661189800594002
Updating animator play animation clip, playable time is 0,667244235984981
Updating CameraPresetUICanvases
DESPAWNING!!!!
No point of interests found for quest MainQuest_07_BossShip!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 351944.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 351968.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 352014.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
grid num 4
DESPAWNING!!!!
DESPAWNING!!!!
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,0157415302284303
Updating animator play animation clip, playable time is 0,0314830604568606
Updating animator play animation clip, playable time is 0,0472245906852908
Updating animator play animation clip, playable time is 0,0629661209137211
Updating animator play animation clip, playable time is 0,0787076511421514
Updating animator play animation clip, playable time is 0,0944491813705817
Updating animator play animation clip, playable time is 0,110190711599012
Updating animator play animation clip, playable time is 0,125932241827442
Updating animator play animation clip, playable time is 0,141673772055873
Updating animator play animation clip, playable time is 0,157415302284303
Updating animator play animation clip, playable time is 0,173156832512733
Updating animator play animation clip, playable time is 0,188898362741163
Updating animator play animation clip, playable time is 0,204639892969594
Updating animator play animation clip, playable time is 0,220381423198024
Updating animator play animation clip, playable time is 0,236122953426454
Updating animator play animation clip, playable time is 0,251864483654884
Updating animator play animation clip, playable time is 0,267606013883315
Updating animator play animation clip, playable time is 0,283347544111745
Updating animator play animation clip, playable time is 0,299089074340175
Updating animator play animation clip, playable time is 0,314830604568606
Updating animator play animation clip, playable time is 0,330572134797036
Updating animator play animation clip, playable time is 0,346313665025466
Updating animator play animation clip, playable time is 0,362055195253896
Updating animator play animation clip, playable time is 0,377796725482327
Updating animator play animation clip, playable time is 0,393538255710757
Updating animator play animation clip, playable time is 0,409279785939187
Updating animator play animation clip, playable time is 0,425021316167618
Updating animator play animation clip, playable time is 0,440762846396048
Updating animator play animation clip, playable time is 0,456504376624478
Updating animator play animation clip, playable time is 0,472245906852908
Updating animator play animation clip, playable time is 0,487987437081339
Updating animator play animation clip, playable time is 0,503728967309769
Updating animator play animation clip, playable time is 0,519470497538199
Updating animator play animation clip, playable time is 0,535212027766629
Updating animator play animation clip, playable time is 0,55095355799506
Updating animator play animation clip, playable time is 0,56669508822349
Updating animator play animation clip, playable time is 0,58243661845192
Updating animator play animation clip, playable time is 0,598178148680351
Updating animator play animation clip, playable time is 0,613919678908781
Updating animator play animation clip, playable time is 0,629661209137211
Updating animator play animation clip, playable time is 0,645402739365641
Updating animator play animation clip, playable time is 0,661144269594072
Updating animator play animation clip, playable time is 0,676885799822502
Updating animator play animation clip, playable time is 0,692627330050932
Updating animator play animation clip, playable time is 0,708368860279363
Updating animator play animation clip, playable time is 0,724110390507793
Updating animator play animation clip, playable time is 0,739851920736223
Updating animator play animation clip, playable time is 0,755593450964653
Updating animator play animation clip, playable time is 0,771334981193084
Updating animator play animation clip, playable time is 0,787076511421514
Updating animator play animation clip, playable time is 0,802818041649944
grid num 3
Updating CameraPresetUICanvases
Enemy CathuluBoss_Cathulu_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Infinity length
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Ran out of audio sources ... sound to play: Ship_SailingBoost (SoundData)
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play: Cathulhu_TentacleBurst (SoundData)
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play: Ship_GetHit (SoundData)
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Ship_Creaking (SoundData)
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
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Ran out of audio sources ... sound to play:
Infinity length
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
Ran out of audio sources ... sound to play:
Ran out of audio sources ... sound to play:
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
Projectile Reference not set in the inspector for
VFX_projectile_cathulu_tentaclerush's ProjectileAnimEventBehaviour.
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Enemy is die, thank you forever.
Enemy CathuluBoss_Cathulu_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy CathuluBoss_Cathulu_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Achievement setting successful for achievement ID 10100
Updating CameraPresetUICanvases
grid num 3
grid num 4
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Chest Level: 90
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10402
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 365287.
To disable this warning, set '[Link] = false;'.
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
DESPAWNING!!!!
Deaggro set destination
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
phases 20
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Purrmaid Treasure Purvanna!
Save called for path cq3_autosave0.dat
No point of interests found for quest The Purrmaid Enemy Purvanna!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -1
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -2
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
charging is false
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
charging is false
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
DESPAWNING!!!!
charging is false
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
No point of interests found for quest Purrmaid Treasure Furtigua!
Save called for path cq3_autosave0.dat
No point of interests found for quest The Purrmaid Enemy Furtigua!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 374733.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 374778.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 374797.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 375007.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 375300.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Spawing in
Spawing in
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 376866.
To disable this warning, set '[Link] = false;'.
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
No point of interests found for quest Purrmaid Treasure Pawt Purvanna!
Save called for path cq3_autosave0.dat
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_MageShop
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_MagicMirror
Loading quest InteriorQuest_LostItem_Voodoo
Loading quest InteriorQuest_MageShop
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Lost Item Voodoo!
Achievement setting successful for achievement ID 10903
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10901
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_MageShop
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10402
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidEnemy_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidEnemy_Catuga
Loading quest SQ_WorldQuest_GentlebrosSpeech
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Purrier Reef Finale!
Save called for path cq3_autosave0.dat
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_MamaMilka
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10902
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10402
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Tavern
Save called for path cq3_autosave0.dat
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidEnemy_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidEnemy_Catuga
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Spawing in
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 384835.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 386772.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 387642.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 388721.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 404585.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 404817.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 4
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 405132.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 5
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 409882.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410043.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410076.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410120.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410158.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410187.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410190.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410205.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410341.
To disable this warning, set '[Link] = false;'.
grid num 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410458.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 410496.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
grid num -4
grid num -3
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Purrmaid Treasure Furggy!
Save called for path cq3_autosave0.dat
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415554.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415591.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415618.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415673.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415691.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 415726.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: line / Alpha / duration 0,4 / id 415988.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0,4 / id 426168.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num 5
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
phases 20
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 5
Deaggro set destination
Enemy Enemy_Ship_SpicySquids_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
grid num 4
grid num 5
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: coral / Alpha / duration 0,4 / id 434656.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
PlayInteractionFeedbackEffect
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -1
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
grid num -3
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 440612.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_MageShop
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_MagicMirror
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_MageShop
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10402
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidEnemy_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidEnemy_Catuga
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 445223.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 446309.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 447166.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 447707.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 447973.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flying_Parrot_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 455926.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 456046.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
grid num 4
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 456334.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461155.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461182.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461224.
To disable this warning, set '[Link] = false;'.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461246.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461283.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461289.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.53, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461318.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461324.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461451.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461458.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461476.
To disable this warning, set '[Link] = false;'.
grid num 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461573.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461618.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 461635.
To disable this warning, set '[Link] = false;'.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
charging is false
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Pig_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 0
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
charging is false
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -4
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Humanoid_SkeletonRat_Arcane_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num -2
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_RatBomber_Stationary_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Deaggro set destination
Enemy Grunt_RatBomber_Stationary_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 3
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mage_Fire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
No point of interests found for quest Fire Pirate Hideout!
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_FirePiratesHideout
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_02/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_06_FireTreasure/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_04/Chest_Base"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 50
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Deaggro set destination
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_Mage_Fire_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 50
Chest Level: 50
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Chest Level: 50
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_MageBoss_Fire_Xaxis_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
Ran out of audio sources ... sound to play: SpellCast_FlameDiamond (SoundData)
Ran out of audio sources ... sound to play: Woosh (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Burn (SoundData)
charging is false
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
charging is false
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
charging is false
Projectile Reference not set in the inspector for VFX_projectile_healingball's
ProjectileAnimEventBehaviour.
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_MageBoss_Fire_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Grunt_MageBoss_Fire_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10800
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Fire Pirates Hideout!
Save called for path cq3_autosave0.dat
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 50
Chest Level: 50
Chest Level: 50
Updating CameraPresetUICanvases
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_FirePiratesHideout
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10401
Achievement setting successful for achievement ID 10402
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 3
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_PurrmaidEnemy_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_PurrmaidEnemy_Catuga
Loading quest SQ_WorldQuest_GentlebrosSpeech
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num 4
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
DESPAWNING!!!!
grid num 5
grid num 4
grid num 5
grid num 4
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num 4
grid num 5
DESPAWNING!!!!
grid num 4
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
grid num 4
DESPAWNING!!!!
DESPAWNING!!!!
grid num 5
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 4
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
DESPAWNING!!!!
grid num 5
grid num 4
grid num 5
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
grid num 5
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 4
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num 4
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 5
grid num 4
grid num 5
grid num 4
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
charging is false
charging is false
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
PlayInteractionFeedbackEffect
Deaggro set destination
Enemy Aquatic_SpicySquid_Overworld_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0,4 / id 483425.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Grunt_WispFire_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Cave_Volcano
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606539985165
Updating animator play animation clip, playable time is 0,0121458997018635
Updating animator play animation clip, playable time is 0,0182003350928426
Updating animator play animation clip, playable time is 0,0242547704838216
Updating animator play animation clip, playable time is 0,0303292996250093
Updating animator play animation clip, playable time is 0,0363837350159883
Updating animator play animation clip, playable time is 0,0424973997287452
Updating animator play animation clip, playable time is 0,0485518351197243
Updating animator play animation clip, playable time is 0,0546062705107033
Updating animator play animation clip, playable time is 0,0606607059016824
Updating animator play animation clip, playable time is 0,0667151412926614
Updating animator play animation clip, playable time is 0,0727839996106923
Updating animator play animation clip, playable time is 0,0788521994836628
Updating animator play animation clip, playable time is 0,0849138996563852
Updating animator play animation clip, playable time is 0,0909884995780885
Updating animator play animation clip, playable time is 0,0970429349690676
Updating animator play animation clip, playable time is 0,103113199584186
Updating animator play animation clip, playable time is 0,109177399426699
Updating animator play animation clip, playable time is 0,115248199552298
Updating animator play animation clip, playable time is 0,121312799397856
Updating animator play animation clip, playable time is 0,12739469949156
Updating animator play animation clip, playable time is 0,13344913488254
Updating animator play animation clip, playable time is 0,139524199534208
Updating animator play animation clip, playable time is 0,145586899481714
Updating animator play animation clip, playable time is 0,151641334872693
Updating animator play animation clip, playable time is 0,157707299571484
Updating animator play animation clip, playable time is 0,16378069948405
Updating animator play animation clip, playable time is 0,169850099366158
Updating animator play animation clip, playable time is 0,175922999158502
Updating animator play animation clip, playable time is 0,181977434549481
Updating animator play animation clip, playable time is 0,188040899112821
Updating animator play animation clip, playable time is 0,194104298949242
Updating animator play animation clip, playable time is 0,200171099044383
Updating animator play animation clip, playable time is 0,206233698874712
Updating animator play animation clip, playable time is 0,21230309875682
Updating animator play animation clip, playable time is 0,218375698663294
Updating animator play animation clip, playable time is 0,224430134054273
Updating animator play animation clip, playable time is 0,230517198797315
Updating animator play animation clip, playable time is 0,236571634188294
Updating animator play animation clip, playable time is 0,242674398701638
Updating animator play animation clip, playable time is 0,248728834092617
Updating animator play animation clip, playable time is 0,254783269483596
Updating animator play animation clip, playable time is 0,260837704874575
Updating animator play animation clip, playable time is 0,266892140265554
Updating animator play animation clip, playable time is 0,272965698968619
Updating animator play animation clip, playable time is 0,27904429892078
Updating animator play animation clip, playable time is 0,285098734311759
Updating animator play animation clip, playable time is 0,291153169702739
Updating animator play animation clip, playable time is 0,297221899032593
Updating animator play animation clip, playable time is 0,303291998803616
Updating animator play animation clip, playable time is 0,309386098757386
Updating animator play animation clip, playable time is 0,315440534148365
Updating animator play animation clip, playable time is 0,321494969539344
Updating animator play animation clip, playable time is 0,327549404930323
Updating animator play animation clip, playable time is 0,333621298894286
Updating animator play animation clip, playable time is 0,339675734285265
Updating animator play animation clip, playable time is 0,345765398815274
Updating animator play animation clip, playable time is 0,351819834206253
Updating animator play animation clip, playable time is 0,357921498827636
Updating animator play animation clip, playable time is 0,363975934218615
Updating animator play animation clip, playable time is 0,370030369609594
Updating animator play animation clip, playable time is 0,376119198743254
Updating animator play animation clip, playable time is 0,382173634134233
Updating animator play animation clip, playable time is 0,388228069525212
Updating animator play animation clip, playable time is 0,394282504916191
Updating animator play animation clip, playable time is 0,40033694030717
Updating animator play animation clip, playable time is 0,406417798716575
Updating animator play animation clip, playable time is 0,412472234107554
Updating animator play animation clip, playable time is 0,418549998663366
Updating animator play animation clip, playable time is 0,42461499851197
Updating animator play animation clip, playable time is 0,430680998601019
Updating animator play animation clip, playable time is 0,436752698384225
Updating animator play animation clip, playable time is 0,442814098205417
Updating animator play animation clip, playable time is 0,448878398165107
Updating animator play animation clip, playable time is 0,454940698109567
Updating animator play animation clip, playable time is 0,461011398117989
Updating animator play animation clip, playable time is 0,467079098336399
Updating animator play animation clip, playable time is 0,473147698212415
Updating animator play animation clip, playable time is 0,47922649839893
Updating animator play animation clip, playable time is 0,485280933789909
Updating animator play animation clip, playable time is 0,491335369180888
Updating animator play animation clip, playable time is 0,497400898486376
Updating animator play animation clip, playable time is 0,503469898365438
Updating animator play animation clip, playable time is 0,509568498469889
Updating animator play animation clip, playable time is 0,515622933860868
Updating animator play animation clip, playable time is 0,521677369251847
Updating animator play animation clip, playable time is 0,527731804642826
Updating animator play animation clip, playable time is 0,533793898299336
Updating animator play animation clip, playable time is 0,539864798076451
Updating animator play animation clip, playable time is 0,545967298094183
Updating animator play animation clip, playable time is 0,552021733485162
Updating animator play animation clip, playable time is 0,558076168876141
Updating animator play animation clip, playable time is 0,56413060426712
Updating animator play animation clip, playable time is 0,570211498066783
Updating animator play animation clip, playable time is 0,576285898219794
Updating animator play animation clip, playable time is 0,582347298040986
Updating animator play animation clip, playable time is 0,588401733431965
Updating animator play animation clip, playable time is 0,594456168822944
Updating animator play animation clip, playable time is 0,600526798050851
Updating animator play animation clip, playable time is 0,606602298095822
Updating animator play animation clip, playable time is 0,612656733486801
Updating animator play animation clip, playable time is 0,61872979812324
Updating animator play animation clip, playable time is 0,62478423351422
Updating animator play animation clip, playable time is 0,630862198304385
Updating animator play animation clip, playable time is 0,636916633695364
Updating animator play animation clip, playable time is 0,642999598290771
Updating animator play animation clip, playable time is 0,64905403368175
Updating animator play animation clip, playable time is 0,655108469072729
Updating animator play animation clip, playable time is 0,661185398232192
Updating animator play animation clip, playable time is 0,667260798159987
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy AquaticBoss_SpicySquidBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic (SoundData)
Ran out of audio sources ... sound to play: Hit_Projectile_Explosive (SoundData)
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... check reusing of audio sources.
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Normal (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Normal (SoundData)
Ran out of audio sources ... sound to play: Woosh (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Normal (SoundData)
Ran out of audio sources ... check reusing of audio sources.
charging is false
charging is false
Enemy is die, thank you forever.
Enemy AquaticBoss_SpicySquidBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy AquaticBoss_SpicySquidBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Achievement setting successful for achievement ID 10104
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating animator play animation clip, playable time is 0,00607379991561174
Updating animator play animation clip, playable time is 0,0121282353065908
Updating animator play animation clip, playable time is 0,0181991998106241
Updating animator play animation clip, playable time is 0,0242663999088109
Updating animator play animation clip, playable time is 0,0303369998000562
Updating animator play animation clip, playable time is 0,0364027000032365
Updating animator play animation clip, playable time is 0,0424677999690175
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Updating animator play animation clip, playable time is 0,0545974997803569
Updating animator play animation clip, playable time is 0,0606654998846352
Updating animator play animation clip, playable time is 0,066728699952364
Updating animator play animation clip, playable time is 0,0727991997264326
Updating animator play animation clip, playable time is 0,0788536351174116
Updating animator play animation clip, playable time is 0,0849307999014854
Updating animator play animation clip, playable time is 0,0909950998611748
Updating animator play animation clip, playable time is 0,0970495352521539
Updating animator play animation clip, playable time is 0,103125299792737
Updating animator play animation clip, playable time is 0,109188299626112
Updating animator play animation clip, playable time is 0,115259199403226
Updating animator play animation clip, playable time is 0,121323299594223
Updating animator play animation clip, playable time is 0,127389099448919
Updating animator play animation clip, playable time is 0,133453599642962
Updating animator play animation clip, playable time is 0,139522799756378
Updating animator play animation clip, playable time is 0,145583899691701
Updating animator play animation clip, playable time is 0,151656399480999
Updating animator play animation clip, playable time is 0,157710834871978
Updating animator play animation clip, playable time is 0,16378239961341
Updating animator play animation clip, playable time is 0,169848799705505
Updating animator play animation clip, playable time is 0,175913499668241
Updating animator play animation clip, playable time is 0,181982799898833
Updating animator play animation clip, playable time is 0,18805170012638
Updating animator play animation clip, playable time is 0,194115000311285
Updating animator play animation clip, playable time is 0,200183400418609
Updating animator play animation clip, playable time is 0,206248200498521
Updating animator play animation clip, playable time is 0,2123156003654
Updating animator play animation clip, playable time is 0,218388100154698
Updating animator play animation clip, playable time is 0,224451499991119
Updating animator play animation clip, playable time is 0,230512700043619
Updating animator play animation clip, playable time is 0,236567135434598
Updating animator play animation clip, playable time is 0,242649700026959
Updating animator play animation clip, playable time is 0,248712299857289
Updating animator play animation clip, playable time is 0,254776199813932
Updating animator play animation clip, playable time is 0,260846099816263
Updating animator play animation clip, playable time is 0,26692089997232
Updating animator play animation clip, playable time is 0,272992799989879
Updating animator play animation clip, playable time is 0,279047235380858
Updating animator play animation clip, playable time is 0,285130599979311
Updating animator play animation clip, playable time is 0,291208399925381
Updating animator play animation clip, playable time is 0,29726283531636
Updating animator play animation clip, playable time is 0,303317270707339
Updating animator play animation clip, playable time is 0,309371706098318
Updating animator play animation clip, playable time is 0,315426141489297
Updating animator play animation clip, playable time is 0,32149440003559
Updating animator play animation clip, playable time is 0,327565399929881
Updating animator play animation clip, playable time is 0,33364100009203
Updating animator play animation clip, playable time is 0,339704799931496
Updating animator play animation clip, playable time is 0,345759235322475
Updating animator play animation clip, playable time is 0,35182989994064
Updating animator play animation clip, playable time is 0,357890999875963
Updating animator play animation clip, playable time is 0,36398069979623
Updating animator play animation clip, playable time is 0,370035135187209
Updating animator play animation clip, playable time is 0,376096199732274
Updating animator play animation clip, playable time is 0,382183699868619
Updating animator play animation clip, playable time is 0,388238135259598
Updating animator play animation clip, playable time is 0,394300600048155
Updating animator play animation clip, playable time is 0,400355035439134
Updating animator play animation clip, playable time is 0,406425700057298
Updating animator play animation clip, playable time is 0,412488100118935
Updating animator play animation clip, playable time is 0,418557900004089
Updating animator play animation clip, playable time is 0,42463060002774
Updating animator play animation clip, playable time is 0,430685035418719
Updating animator play animation clip, playable time is 0,436754799913615
Updating animator play animation clip, playable time is 0,442820900119841
Updating animator play animation clip, playable time is 0,448884000070393
Updating animator play animation clip, playable time is 0,454950700048357
Updating animator play animation clip, playable time is 0,461013699881732
Updating animator play animation clip, playable time is 0,4670847998932
Updating animator play animation clip, playable time is 0,47315189987421
Updating animator play animation clip, playable time is 0,479217600077391
Updating animator play animation clip, playable time is 0,485287600196898
Updating animator play animation clip, playable time is 0,491350600030273
Updating animator play animation clip, playable time is 0,497415100224316
Updating animator play animation clip, playable time is 0,503489300142974
Updating animator play animation clip, playable time is 0,509543735533953
Updating animator play animation clip, playable time is 0,515645700041205
Updating animator play animation clip, playable time is 0,521700135432184
Updating animator play animation clip, playable time is 0,527754570823163
Updating animator play animation clip, playable time is 0,533816799987108
Updating animator play animation clip, playable time is 0,53987960005179
Updating animator play animation clip, playable time is 0,545946100261062
Updating animator play animation clip, playable time is 0,55200680019334
Updating animator play animation clip, playable time is 0,558061235584319
Updating animator play animation clip, playable time is 0,564140500035137
Updating animator play animation clip, playable time is 0,570215600077063
Updating animator play animation clip, playable time is 0,576270035468042
Updating animator play animation clip, playable time is 0,582341900095344
Updating animator play animation clip, playable time is 0,588396335486323
Updating animator play animation clip, playable time is 0,594463800080121
Updating animator play animation clip, playable time is 0,600533000193536
Updating animator play animation clip, playable time is 0,606607499998063
Updating animator play animation clip, playable time is 0,612661935389042
Updating animator play animation clip, playable time is 0,618730099871755
Updating animator play animation clip, playable time is 0,624815399758518
Updating animator play animation clip, playable time is 0,630869835149497
Updating animator play animation clip, playable time is 0,636924270540476
Updating animator play animation clip, playable time is 0,642999499570578
Updating animator play animation clip, playable time is 0,649065299425274
Updating animator play animation clip, playable time is 0,655131199397147
Updating animator play animation clip, playable time is 0,661194999236614
Updating animator play animation clip, playable time is 0,66726109944284
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0060649998486042
Updating animator play animation clip, playable time is 0,012126799672842
Updating animator play animation clip, playable time is 0,0182030997239053
Updating animator play animation clip, playable time is 0,0242575351148844
Updating animator play animation clip, playable time is 0,0303288996219635
Updating animator play animation clip, playable time is 0,0364018995314837
Updating animator play animation clip, playable time is 0,0424563349224627
Updating animator play animation clip, playable time is 0,0485334997065365
Updating animator play animation clip, playable time is 0,0545879350975156
Updating animator play animation clip, playable time is 0,0606685997918248
Updating animator play animation clip, playable time is 0,0667230351828039
Updating animator play animation clip, playable time is 0,0727994996123016
Updating animator play animation clip, playable time is 0,0788644994609058
Updating animator play animation clip, playable time is 0,0849189348518848
Updating animator play animation clip, playable time is 0,0910056997090578
Updating animator play animation clip, playable time is 0,0970601351000369
Updating animator play animation clip, playable time is 0,103129699826241
Updating animator play animation clip, playable time is 0,10918413521722
Updating animator play animation clip, playable time is 0,115257499739528
Updating animator play animation clip, playable time is 0,121311935130507
Updating animator play animation clip, playable time is 0,127379399724305
Updating animator play animation clip, playable time is 0,133456099778414
Updating animator play animation clip, playable time is 0,139547499828041
Updating animator play animation clip, playable time is 0,14560193521902
Updating animator play animation clip, playable time is 0,151656370609999
Updating animator play animation clip, playable time is 0,157710806000978
Updating animator play animation clip, playable time is 0,163799100089818
Updating animator play animation clip, playable time is 0,169853535480797
Updating animator play animation clip, playable time is 0,175923000089824
Updating animator play animation clip, playable time is 0,181984799914062
Updating animator play animation clip, playable time is 0,188045999966562
Updating animator play animation clip, playable time is 0,194116299971938
Updating animator play animation clip, playable time is 0,200170735362917
Updating animator play animation clip, playable time is 0,206244099885225
Updating animator play animation clip, playable time is 0,212306299712509
Updating animator play animation clip, playable time is 0,218372399918735
Updating animator play animation clip, playable time is 0,2244464000687
Updating animator play animation clip, playable time is 0,230500835459679
Updating animator play animation clip, playable time is 0,236581299919635
Updating animator play animation clip, playable time is 0,242647899780422
Updating animator play animation clip, playable time is 0,248710099607706
Updating animator play animation clip, playable time is 0,254774399567395
Updating animator play animation clip, playable time is 0,260828834958375
Updating animator play animation clip, playable time is 0,266896599438041
Updating animator play animation clip, playable time is 0,272987699601799
Updating animator play animation clip, playable time is 0,279042134992778
Updating animator play animation clip, playable time is 0,285096570383757
Updating animator play animation clip, playable time is 0,291169199626893
Updating animator play animation clip, playable time is 0,297240399755538
Updating animator play animation clip, playable time is 0,303294835146517
Updating animator play animation clip, playable time is 0,309361299965531
Updating animator play animation clip, playable time is 0,315430999733508
Updating animator play animation clip, playable time is 0,321496699936688
Updating animator play animation clip, playable time is 0,327561699785292
Updating animator play animation clip, playable time is 0,333626299630851
Updating animator play animation clip, playable time is 0,339703699573874
Updating animator play animation clip, playable time is 0,345758134964854
Updating animator play animation clip, playable time is 0,351812570355833
Updating animator play animation clip, playable time is 0,357888199388981
Updating animator play animation clip, playable time is 0,363960299175233
Updating animator play animation clip, playable time is 0,370014734566212
Updating animator play animation clip, playable time is 0,376097499392927
Updating animator play animation clip, playable time is 0,382151934783906
Updating animator play animation clip, playable time is 0,388221899513155
Updating animator play animation clip, playable time is 0,394287899602205
Updating animator play animation clip, playable time is 0,400376399513334
Updating animator play animation clip, playable time is 0,406430834904313
Updating animator play animation clip, playable time is 0,41249439958483
Updating animator play animation clip, playable time is 0,418548834975809
Updating animator play animation clip, playable time is 0,424621499609202
Updating animator play animation clip, playable time is 0,430684099439532
Updating animator play animation clip, playable time is 0,436757299583405
Updating animator play animation clip, playable time is 0,442811734974384
Updating animator play animation clip, playable time is 0,448889199644327
Updating animator play animation clip, playable time is 0,454962199553847
Updating animator play animation clip, playable time is 0,461016634944826
Updating animator play animation clip, playable time is 0,467089499346912
Updating animator play animation clip, playable time is 0,473160199355334
Updating animator play animation clip, playable time is 0,479214634746313
Updating animator play animation clip, playable time is 0,48527649929747
Updating animator play animation clip, playable time is 0,491339599248022
Updating animator play animation clip, playable time is 0,497412899043411
Updating animator play animation clip, playable time is 0,50347889913246
Updating animator play animation clip, playable time is 0,509547099005431
Updating animator play animation clip, playable time is 0,515613199211657
Updating animator play animation clip, playable time is 0,521667634602636
Updating animator play animation clip, playable time is 0,527763199061155
Updating animator play animation clip, playable time is 0,533817634452134
Updating animator play animation clip, playable time is 0,539872069843113
Updating animator play animation clip, playable time is 0,54593619890511
Updating animator play animation clip, playable time is 0,551997099071741
Updating animator play animation clip, playable time is 0,558067198842764
Updating animator play animation clip, playable time is 0,564132698811591
Updating animator play animation clip, playable time is 0,570202498696744
Updating animator play animation clip, playable time is 0,576271398924291
Updating animator play animation clip, playable time is 0,58232583431527
Updating animator play animation clip, playable time is 0,588400898966938
Updating animator play animation clip, playable time is 0,594463399145752
Updating animator play animation clip, playable time is 0,600540199317038
Updating animator play animation clip, playable time is 0,606594634708017
Updating animator play animation clip, playable time is 0,612669999245554
Updating animator play animation clip, playable time is 0,618732199072838
Updating animator play animation clip, playable time is 0,624798199161887
Updating animator play animation clip, playable time is 0,63085989933461
Updating animator play animation clip, playable time is 0,636927599553019
Updating animator play animation clip, playable time is 0,642995599657297
Updating animator play animation clip, playable time is 0,64906149962917
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Updating animator play animation clip, playable time is 0,661185935139656
Updating animator play animation clip, playable time is 0,667260599788278
Updating animator play animation clip, playable time is 0,673347799573094
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Updating animator play animation clip, playable time is 0,685456670355052
Updating animator play animation clip, playable time is 0,691518599633127
Updating animator play animation clip, playable time is 0,697585199493915
Updating animator play animation clip, playable time is 0,703653699718416
Updating animator play animation clip, playable time is 0,709720999933779
Updating animator play animation clip, playable time is 0,715798099990934
Updating animator play animation clip, playable time is 0,721852535381913
Updating animator play animation clip, playable time is 0,727919700089842
Updating animator play animation clip, playable time is 0,733974135480821
Updating animator play animation clip, playable time is 0,74005790008232
Updating animator play animation clip, playable time is 0,746119200251997
Updating animator play animation clip, playable time is 0,752173635642976
Updating animator play animation clip, playable time is 0,758241000119597
Updating animator play animation clip, playable time is 0,764312100131065
Updating animator play animation clip, playable time is 0,770380100235343
Updating animator play animation clip, playable time is 0,77645740006119
Updating animator play animation clip, playable time is 0,782511835452169
Updating animator play animation clip, playable time is 0,788566270843148
Updating animator play animation clip, playable time is 0,794640699867159
Updating animator play animation clip, playable time is 0,800718300044537
Updating animator play animation clip, playable time is 0,806780800223351
Updating animator play animation clip, playable time is 0,81283523561433
Updating animator play animation clip, playable time is 0,818908300250769
Updating animator play animation clip, playable time is 0,824984000064433
Updating animator play animation clip, playable time is 0,831038435455412
Updating animator play animation clip, playable time is 0,837092870846391
Updating animator play animation clip, playable time is 0,843173200264573
Updating animator play animation clip, playable time is 0,849227635655552
Updating animator play animation clip, playable time is 0,855302200186998
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Updating animator play animation clip, playable time is 0,867431100457907
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Updating animator play animation clip, playable time is 0,891695000696927
Updating animator play animation clip, playable time is 0,897763600572944
Updating animator play animation clip, playable time is 0,903827700763941
Updating animator play animation clip, playable time is 0,909902600571513
Updating animator play animation clip, playable time is 0,915957035962492
Updating animator play animation clip, playable time is 0,922030500601977
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Updating animator play animation clip, playable time is 0,934157400391996
Updating animator play animation clip, playable time is 0,940256300382316
Updating animator play animation clip, playable time is 0,946310735773295
Updating animator play animation clip, playable time is 0,952365171164274
Updating animator play animation clip, playable time is 0,958439700305462
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Updating animator play animation clip, playable time is 0,970557700376958
Updating animator play animation clip, playable time is 0,976622900459915
Updating animator play animation clip, playable time is 0,982698700390756
Updating animator play animation clip, playable time is 0,988753135781735
Updating animator play animation clip, playable time is 0,994819200597703
Updating animator play animation clip, playable time is 1,00088340044022
Updating animator play animation clip, playable time is 1,00694890040904
Updating animator play animation clip, playable time is 1,01301820063964
Updating animator play animation clip, playable time is 1,01909310044721
Updating animator play animation clip, playable time is 1,02514753583819
Updating animator play animation clip, playable time is 1,03121300041676
Updating animator play animation clip, playable time is 1,03727520024404
Updating animator play animation clip, playable time is 1,04335140017793
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Updating animator play animation clip, playable time is 2,1452533011418
Updating animator play animation clip, playable time is 2,16099483137023
Updating animator play animation clip, playable time is 2,17673636159866
Updating animator play animation clip, playable time is 2,19247789182709
Updating animator play animation clip, playable time is 2,20821942205552
Updating animator play animation clip, playable time is 2,22396095228395
Updating animator play animation clip, playable time is 2,23970248251238
Updating animator play animation clip, playable time is 2,25575587466165
Updating animator play animation clip, playable time is 2,27149740489008
Updating animator play animation clip, playable time is 2,28723893511851
Updating animator play animation clip, playable time is 2,30298046534694
Updating animator play animation clip, playable time is 2,31872199557537
Updating animator play animation clip, playable time is 2,3344635258038
Updating animator play animation clip, playable time is 2,35020505603223
Updating animator play animation clip, playable time is 2,36594658626067
Updating animator play animation clip, playable time is 2,3816881164891
Updating animator play animation clip, playable time is 2,39742964671753
Updating animator play animation clip, playable time is 2,41317117694596
Updating animator play animation clip, playable time is 2,42891270717439
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 60
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
Updating CameraPresetUICanvases
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
No point of interests found for quest Dungeon Main Quest Squid Boss!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Dungeon Main Quest Volcano Door!
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Cave_Volcano
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension_FinalDungeon
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
Projectile Reference not set in the inspector for
VFX_projectile_cannonball_lightning's ProjectileAnimEventBehaviour.
Obstacle Collision not linked to projectile behavior in the inspector.
No point of interests found for quest Zero Dimension Mewtallica!
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_02/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_03/Chest_Base"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00607656454667449
Updating animator play animation clip, playable time is 0,0121389646083117
Updating animator play animation clip, playable time is 0,0182218644768
Updating animator play animation clip, playable time is 0,024276299867779
Updating animator play animation clip, playable time is 0,0303469644859433
Updating animator play animation clip, playable time is 0,0364013998769224
Updating animator play animation clip, playable time is 0,0424558352679014
Updating animator play animation clip, playable time is 0,0485335644334555
Updating animator play animation clip, playable time is 0,0545980646274984
Updating animator play animation clip, playable time is 0,0606665648519993
Updating animator play animation clip, playable time is 0,0667409650050104
Updating animator play animation clip, playable time is 0,0727954003959894
Updating animator play animation clip, playable time is 0,0788581650704145
Updating animator play animation clip, playable time is 0,0849259649403393
Updating animator play animation clip, playable time is 0,0910013648681343
Updating animator play animation clip, playable time is 0,097064564935863
Updating animator play animation clip, playable time is 0,103119000326842
Updating animator play animation clip, playable time is 0,109195864759386
Updating animator play animation clip, playable time is 0,115250300150365
Updating animator play animation clip, playable time is 0,121322264894843
Updating animator play animation clip, playable time is 0,12741366494447
Updating animator play animation clip, playable time is 0,133468100335449
Updating animator play animation clip, playable time is 0,139522535726428
Updating animator play animation clip, playable time is 0,145584664773196
Updating animator play animation clip, playable time is 0,151649764738977
Updating animator play animation clip, playable time is 0,157721664756536
Updating animator play animation clip, playable time is 0,163785664830357
Updating animator play animation clip, playable time is 0,169856564607471
Updating animator play animation clip, playable time is 0,17591099999845
Updating animator play animation clip, playable time is 0,181976664811373
Updating animator play animation clip, playable time is 0,188100564759225
Updating animator play animation clip, playable time is 0,194155000150204
Updating animator play animation clip, playable time is 0,200209435541183
Updating animator play animation clip, playable time is 0,20628876471892
Updating animator play animation clip, playable time is 0,212343200109899
Updating animator play animation clip, playable time is 0,218397635500878
Updating animator play animation clip, playable time is 0,224452070891857
Updating animator play animation clip, playable time is 0,230523564852774
Updating animator play animation clip, playable time is 0,236578000243753
Updating animator play animation clip, playable time is 0,242632435634732
Updating animator play animation clip, playable time is 0,24870276497677
Updating animator play animation clip, playable time is 0,254779965151101
Updating animator play animation clip, playable time is 0,260851365048438
Updating animator play animation clip, playable time is 0,266905800439417
Updating animator play animation clip, playable time is 0,272971665021032
Updating animator play animation clip, playable time is 0,279040264897048
Updating animator play animation clip, playable time is 0,28510646475479
Updating animator play animation clip, playable time is 0,291181964799762
Updating animator play animation clip, playable time is 0,297236400190741
Updating animator play animation clip, playable time is 0,303301564883441
Updating animator play animation clip, playable time is 0,30937656480819
Updating animator play animation clip, playable time is 0,315431000199169
Updating animator play animation clip, playable time is 0,32150316471234
Updating animator play animation clip, playable time is 0,32756716478616
Updating animator play animation clip, playable time is 0,333628064952791
Updating animator play animation clip, playable time is 0,339700264856219
Updating animator play animation clip, playable time is 0,345761264674366
Updating animator play animation clip, playable time is 0,351815700065345
Updating animator play animation clip, playable time is 0,357890064828098
Updating animator play animation clip, playable time is 0,363944500219077
Updating animator play animation clip, playable time is 0,370034464634955
Updating animator play animation clip, playable time is 0,376144564710557
Updating animator play animation clip, playable time is 0,382199000101537
Updating animator play animation clip, playable time is 0,388253435492516
Updating animator play animation clip, playable time is 0,394307870883495
Updating animator play animation clip, playable time is 0,400362306274474
Updating animator play animation clip, playable time is 0,406428364571184
Updating animator play animation clip, playable time is 0,412482799962163
Updating animator play animation clip, playable time is 0,41855086479336
Updating animator play animation clip, playable time is 0,424620264675468
Updating animator play animation clip, playable time is 0,430694164708257
Updating animator play animation clip, playable time is 0,436769364867359
Updating animator play animation clip, playable time is 0,442823800258338
Updating animator play animation clip, playable time is 0,448885964695364
Updating animator play animation clip, playable time is 0,454940400086343
Updating animator play animation clip, playable time is 0,461062464863062
Updating animator play animation clip, playable time is 0,467116900254041
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Enemy_Humanoid_RatSwordsmen_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
No point of interests found for quest Zero Dimension Gate 01!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Chest Level: 60
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
DESPAWNING!!!!
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
charging is false
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_RatBomber_LongThrow_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
No point of interests found for quest Zero Dimension Gate 02!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Chest Level: 60
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Updating CameraPresetUICanvases
DESPAWNING!!!!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Chest Level: 60
charging is false
Updating CameraPresetUICanvases
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Achievement setting successful for achievement ID 10300
Achievement setting successful for achievement ID 10301
awarded keys
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10701
Achievement setting successful for achievement ID 10702
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
No point of interests found for quest Zero Dimension Gate 03!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
DESPAWNING!!!!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
No point of interests found for quest Zero Dimension Final Dungeon!
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating animator play animation clip, playable time is 0,0157408226856169
Updating animator play animation clip, playable time is 0,0157408226856169
Updating animator play animation clip, playable time is 0,0314823529140472
Updating animator play animation clip, playable time is 0,0314823529140472
Updating animator play animation clip, playable time is 0,0472238831424775
Updating animator play animation clip, playable time is 0,0472238831424775
Updating animator play animation clip, playable time is 0,0629654133709078
Updating animator play animation clip, playable time is 0,0629654133709078
Updating animator play animation clip, playable time is 0,0787069435993381
Updating animator play animation clip, playable time is 0,0787069435993381
Updating animator play animation clip, playable time is 0,0944484738277683
Updating animator play animation clip, playable time is 0,0944484738277683
Updating animator play animation clip, playable time is 0,110190004056199
Updating animator play animation clip, playable time is 0,110190004056199
Updating animator play animation clip, playable time is 0,125931534284629
Updating animator play animation clip, playable time is 0,125931534284629
Updating animator play animation clip, playable time is 0,141673064513059
Updating animator play animation clip, playable time is 0,141673064513059
Updating animator play animation clip, playable time is 0,157414594741489
Updating animator play animation clip, playable time is 0,157414594741489
Updating animator play animation clip, playable time is 0,17315612496992
Updating animator play animation clip, playable time is 0,17315612496992
Updating animator play animation clip, playable time is 0,18889765519835
Updating animator play animation clip, playable time is 0,18889765519835
Updating animator play animation clip, playable time is 0,20463918542678
Updating animator play animation clip, playable time is 0,20463918542678
Updating animator play animation clip, playable time is 0,220380715655211
Updating animator play animation clip, playable time is 0,220380715655211
Updating animator play animation clip, playable time is 0,236122245883641
Updating animator play animation clip, playable time is 0,236122245883641
Updating animator play animation clip, playable time is 0,251863776112071
Updating animator play animation clip, playable time is 0,251863776112071
Updating animator play animation clip, playable time is 0,267605306340501
Updating animator play animation clip, playable time is 0,267605306340501
Updating animator play animation clip, playable time is 0,283346836568932
Updating animator play animation clip, playable time is 0,283346836568932
Updating animator play animation clip, playable time is 0,299088366797362
Updating animator play animation clip, playable time is 0,299088366797362
Updating animator play animation clip, playable time is 0,314829897025792
Updating animator play animation clip, playable time is 0,314829897025792
Updating animator play animation clip, playable time is 0,330571427254223
Updating animator play animation clip, playable time is 0,330571427254223
Updating animator play animation clip, playable time is 0,346312957482653
Updating animator play animation clip, playable time is 0,346312957482653
Updating animator play animation clip, playable time is 0,362054487711083
Updating animator play animation clip, playable time is 0,362054487711083
Updating animator play animation clip, playable time is 0,377796017939513
Updating animator play animation clip, playable time is 0,377796017939513
Updating animator play animation clip, playable time is 0,393537548167944
Updating animator play animation clip, playable time is 0,393537548167944
Updating animator play animation clip, playable time is 0,409279078396374
Updating animator play animation clip, playable time is 0,409279078396374
Updating animator play animation clip, playable time is 0,425020608624804
Updating animator play animation clip, playable time is 0,440762138853234
Updating animator play animation clip, playable time is 0,456503669081665
Updating animator play animation clip, playable time is 0,472245199310095
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Fish_ZeroDimension_Jellyfish_Boss_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Grunt_Squeaky_Boss_ZeroDimension_MonsterConfig (UnitConfig) is being agrro-
ed, entering combat mode!
Enemy Grunt_ChubbyBoss_Clean_ZeroDimension_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_Squeaky_Boss_ZeroDimension_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
1 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
Enemy Grunt_Squeaky_Boss_ZeroDimension_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
1 entities playing special audio left
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_ChubbyBoss_Clean_ZeroDimension_MonsterConfig (UnitConfig) is de-aggro-
ed, to handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Grunt_ChubbyBoss_Clean_ZeroDimension_MonsterConfig (UnitConfig) is de-aggro-
ed, to handle for audio changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Fish_ZeroDimension_Jellyfish_Boss_MonsterConfig (UnitConfig) is de-aggro-ed,
to handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00607099989429116
Updating animator play animation clip, playable time is 0,00607099989429116
Updating animator play animation clip, playable time is 0,0121364998631179
Updating animator play animation clip, playable time is 0,0121364998631179
Updating animator play animation clip, playable time is 0,0182591998018324
Updating animator play animation clip, playable time is 0,0182591998018324
Updating animator play animation clip, playable time is 0,0243136351928115
Updating animator play animation clip, playable time is 0,0243136351928115
Updating animator play animation clip, playable time is 0,0303680705837905
Updating animator play animation clip, playable time is 0,0303680705837905
Updating animator play animation clip, playable time is 0,0364225059747696
Updating animator play animation clip, playable time is 0,0364225059747696
Updating animator play animation clip, playable time is 0,0425431998446584
Updating animator play animation clip, playable time is 0,0425431998446584
Updating animator play animation clip, playable time is 0,0485976352356374
Updating animator play animation clip, playable time is 0,0485976352356374
Updating animator play animation clip, playable time is 0,0546520706266165
Updating animator play animation clip, playable time is 0,0546520706266165
Updating animator play animation clip, playable time is 0,0607065060175955
Updating animator play animation clip, playable time is 0,0607065060175955
Updating animator play animation clip, playable time is 0,0667609414085746
Updating animator play animation clip, playable time is 0,0667609414085746
Updating animator play animation clip, playable time is 0,0728153767995536
Updating animator play animation clip, playable time is 0,0728153767995536
Updating animator play animation clip, playable time is 0,0788698121905327
Updating animator play animation clip, playable time is 0,0788698121905327
Updating animator play animation clip, playable time is 0,0849242475815117
Updating animator play animation clip, playable time is 0,0849242475815117
Updating animator play animation clip, playable time is 0,0909786829724908
Updating animator play animation clip, playable time is 0,0909786829724908
Updating animator play animation clip, playable time is 0,0970506998710334
Updating animator play animation clip, playable time is 0,0970506998710334
Updating animator play animation clip, playable time is 0,103132300078869
Updating animator play animation clip, playable time is 0,103132300078869
Updating animator play animation clip, playable time is 0,109201200306416
Updating animator play animation clip, playable time is 0,109201200306416
Updating animator play animation clip, playable time is 0,115255635697395
Updating animator play animation clip, playable time is 0,115255635697395
Updating animator play animation clip, playable time is 0,121310071088374
Updating animator play animation clip, playable time is 0,121310071088374
Updating animator play animation clip, playable time is 0,127389600500464
Updating animator play animation clip, playable time is 0,127389600500464
Updating animator play animation clip, playable time is 0,133455300703645
Updating animator play animation clip, playable time is 0,133455300703645
Updating animator play animation clip, playable time is 0,139517600648105
Updating animator play animation clip, playable time is 0,139517600648105
Updating animator play animation clip, playable time is 0,145585600752383
Updating animator play animation clip, playable time is 0,145585600752383
Updating animator play animation clip, playable time is 0,151640036143363
Updating animator play animation clip, playable time is 0,151640036143363
Updating animator play animation clip, playable time is 0,157717600930482
Updating animator play animation clip, playable time is 0,157717600930482
Updating animator play animation clip, playable time is 0,163778300862759
Updating animator play animation clip, playable time is 0,163778300862759
Updating animator play animation clip, playable time is 0,169857400935143
Updating animator play animation clip, playable time is 0,169857400935143
Updating animator play animation clip, playable time is 0,175933700986207
Updating animator play animation clip, playable time is 0,175933700986207
Updating animator play animation clip, playable time is 0,181988136377186
Updating animator play animation clip, playable time is 0,181988136377186
Updating animator play animation clip, playable time is 0,188042571768165
Updating animator play animation clip, playable time is 0,188042571768165
Updating animator play animation clip, playable time is 0,19411100121215
Updating animator play animation clip, playable time is 0,19411100121215
Updating animator play animation clip, playable time is 0,200173801276833
Updating animator play animation clip, playable time is 0,200173801276833
Updating animator play animation clip, playable time is 0,206242901273072
Updating animator play animation clip, playable time is 0,206242901273072
Updating animator play animation clip, playable time is 0,212303701322526
Updating animator play animation clip, playable time is 0,212303701322526
Updating animator play animation clip, playable time is 0,218369701411575
Updating animator play animation clip, playable time is 0,218369701411575
Updating animator play animation clip, playable time is 0,22444850159809
Updating animator play animation clip, playable time is 0,22444850159809
Updating animator play animation clip, playable time is 0,230502936989069
Updating animator play animation clip, playable time is 0,230502936989069
Updating animator play animation clip, playable time is 0,236571301706135
Updating animator play animation clip, playable time is 0,236571301706135
Updating animator play animation clip, playable time is 0,242638601921499
Updating animator play animation clip, playable time is 0,242638601921499
Updating animator play animation clip, playable time is 0,248711701948196
Updating animator play animation clip, playable time is 0,248711701948196
Updating animator play animation clip, playable time is 0,254766137339175
Updating animator play animation clip, playable time is 0,254766137339175
Updating animator play animation clip, playable time is 0,260834401939064
Updating animator play animation clip, playable time is 0,260834401939064
Updating animator play animation clip, playable time is 0,266902201808989
Updating animator play animation clip, playable time is 0,266902201808989
Updating animator play animation clip, playable time is 0,272981201764196
Updating animator play animation clip, playable time is 0,272981201764196
Updating animator play animation clip, playable time is 0,279035637155175
Updating animator play animation clip, playable time is 0,279035637155175
Updating animator play animation clip, playable time is 0,285108001902699
Updating animator play animation clip, playable time is 0,285108001902699
Updating animator play animation clip, playable time is 0,291162437293679
Updating animator play animation clip, playable time is 0,291162437293679
Updating animator play animation clip, playable time is 0,297237701714039
Updating animator play animation clip, playable time is 0,297237701714039
Updating animator play animation clip, playable time is 0,303299801889807
Updating animator play animation clip, playable time is 0,303299801889807
Updating animator play animation clip, playable time is 0,309366501867771
Updating animator play animation clip, playable time is 0,309366501867771
Updating animator play animation clip, playable time is 0,315438401885331
Updating animator play animation clip, playable time is 0,315438401885331
Updating animator play animation clip, playable time is 0,32149283727631
Updating animator play animation clip, playable time is 0,32149283727631
Updating animator play animation clip, playable time is 0,327556102070957
Updating animator play animation clip, playable time is 0,327556102070957
Updating animator play animation clip, playable time is 0,333624301943928
Updating animator play animation clip, playable time is 0,333624301943928
Updating animator play animation clip, playable time is 0,339694201946259
Updating animator play animation clip, playable time is 0,339694201946259
Updating animator play animation clip, playable time is 0,345761601813138
Updating animator play animation clip, playable time is 0,345761601813138
Updating animator play animation clip, playable time is 0,351822301745415
Updating animator play animation clip, playable time is 0,351822301745415
Updating animator play animation clip, playable time is 0,357897101901472
Updating animator play animation clip, playable time is 0,357897101901472
Updating animator play animation clip, playable time is 0,363951537292451
Updating animator play animation clip, playable time is 0,363951537292451
Updating animator play animation clip, playable time is 0,370043601840734
Updating animator play animation clip, playable time is 0,370043601840734
Updating animator play animation clip, playable time is 0,376144101843238
Updating animator play animation clip, playable time is 0,376144101843238
Updating animator play animation clip, playable time is 0,382198537234217
Updating animator play animation clip, playable time is 0,382198537234217
Updating animator play animation clip, playable time is 0,38848615181569
Updating animator play animation clip, playable time is 0,38848615181569
Updating animator play animation clip, playable time is 0,395012919470539
Updating animator play animation clip, playable time is 0,395012919470539
Updating animator play animation clip, playable time is 0,401784695715474
Updating animator play animation clip, playable time is 0,401784695715474
Updating animator play animation clip, playable time is 0,408820901677474
Updating animator play animation clip, playable time is 0,416100136069096
Updating animator play animation clip, playable time is 0,423656173854187
Updating animator play animation clip, playable time is 0,431475715798496
Updating animator play animation clip, playable time is 0,439577503419092
Updating animator play animation clip, playable time is 0,447948132614358
Updating animator play animation clip, playable time is 0,456602289995989
Updating animator play animation clip, playable time is 0,465547036235989
Updating animator play animation clip, playable time is 0,474755979869081
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Zero Dimension Squeaky Clean Boss!
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0158155390779591
Updating animator play animation clip, playable time is 0,031907198432225
Updating animator play animation clip, playable time is 0,0476487286606553
Updating animator play animation clip, playable time is 0,0633902588890856
Updating animator play animation clip, playable time is 0,0791317891175158
Updating animator play animation clip, playable time is 0,0948733193459461
Updating animator play animation clip, playable time is 0,110614849574376
Updating animator play animation clip, playable time is 0,126356379802807
Updating animator play animation clip, playable time is 0,142097910031237
Updating animator play animation clip, playable time is 0,157839440259667
Updating animator play animation clip, playable time is 0,173580970488098
Updating animator play animation clip, playable time is 0,189341341930315
Updating animator play animation clip, playable time is 0,205210699902713
Updating animator play animation clip, playable time is 0,220952230131143
Updating animator play animation clip, playable time is 0,236693760359573
Updating animator play animation clip, playable time is 0,252435290588003
Updating animator play animation clip, playable time is 0,268176820816434
Updating animator play animation clip, playable time is 0,283918351044864
Updating animator play animation clip, playable time is 0,299659881273294
Updating animator play animation clip, playable time is 0,315421569978113
Updating animator play animation clip, playable time is 0,331205129116413
Updating animator play animation clip, playable time is 0,346979848793085
Updating animator play animation clip, playable time is 0,36276730644754
Updating animator play animation clip, playable time is 0,37850883667597
Updating animator play animation clip, playable time is 0,394272285766655
Updating animator play animation clip, playable time is 0,410063124960122
Updating animator play animation clip, playable time is 0,425804655188552
Updating animator play animation clip, playable time is 0,441600083008176
Updating animator play animation clip, playable time is 0,45737662239596
Updating animator play animation clip, playable time is 0,473144582626766
Updating animator play animation clip, playable time is 0,488928920257578
Updating animator play animation clip, playable time is 0,504670450486008
Updating animator play animation clip, playable time is 0,520447418468425
Updating animator play animation clip, playable time is 0,536285577415114
Updating animator play animation clip, playable time is 0,552054317349151
Updating animator play animation clip, playable time is 0,567795847577581
Updating animator play animation clip, playable time is 0,583537377806012
Updating animator play animation clip, playable time is 0,599339213962904
Updating animator play animation clip, playable time is 0,615111333014514
Updating animator play animation clip, playable time is 0,630876432315608
Updating animator play animation clip, playable time is 0,646617962544038
Updating animator play animation clip, playable time is 0,662404289386664
Updating animator play animation clip, playable time is 0,678162629241892
Updating animator play animation clip, playable time is 0,693949308403835
Updating animator play animation clip, playable time is 0,709769528122618
Updating animator play animation clip, playable time is 0,725591567552513
Updating animator play animation clip, playable time is 0,741333097780943
Updating animator play animation clip, playable time is 0,757074628009373
Updating animator play animation clip, playable time is 0,772816158237803
Updating animator play animation clip, playable time is 0,788591121269056
Updating animator play animation clip, playable time is 0,80437910074353
Updating animator play animation clip, playable time is 0,82012063097196
Updating animator play animation clip, playable time is 0,835910077838229
Updating animator play animation clip, playable time is 0,851651608066659
Updating animator play animation clip, playable time is 0,867428314533707
Updating animator play animation clip, playable time is 0,883286754239434
Updating animator play animation clip, playable time is 0,899363593178717
Updating animator play animation clip, playable time is 0,915105123407147
Updating animator play animation clip, playable time is 0,930846653635578
Updating animator play animation clip, playable time is 0,946588183864008
Updating animator play animation clip, playable time is 0,962329714092438
Updating animator play animation clip, playable time is 0,978071244320868
Updating animator play animation clip, playable time is 0,993812774549299
Updating animator play animation clip, playable time is 1,00955430477773
Updating animator play animation clip, playable time is 1,02529583500616
Updating animator play animation clip, playable time is 1,04103736523459
Updating animator play animation clip, playable time is 1,05677889546302
Updating animator play animation clip, playable time is 1,07279735472825
Updating animator play animation clip, playable time is 1,08853888495668
Updating animator play animation clip, playable time is 1,10428041518511
Updating animator play animation clip, playable time is 1,12002194541354
Updating animator play animation clip, playable time is 1,13576347564197
Updating animator play animation clip, playable time is 1,1515050058704
Updating animator play animation clip, playable time is 1,16724653609883
Updating animator play animation clip, playable time is 1,18298806632726
Updating animator play animation clip, playable time is 1,19872959655569
Updating animator play animation clip, playable time is 1,21447112678412
Updating animator play animation clip, playable time is 1,23021265701255
Updating animator play animation clip, playable time is 1,24631301659573
Updating animator play animation clip, playable time is 1,26205454682416
Updating animator play animation clip, playable time is 1,27719572071646
Updating animator play animation clip, playable time is 1,29177755382696
Updating animator play animation clip, playable time is 1,30583750183113
Updating animator play animation clip, playable time is 1,3194098476137
Updating animator play animation clip, playable time is 1,3325260332713
Updating animator play animation clip, playable time is 1,34521495458443
Updating animator play animation clip, playable time is 1,35750321651511
Updating animator play animation clip, playable time is 1,36941536344357
Updating animator play animation clip, playable time is 1,38097407836984
Updating animator play animation clip, playable time is 1,39220035901951
Updating animator play animation clip, playable time is 1,40311367807109
Updating animator play animation clip, playable time is 1,41374727614081
Updating animator play animation clip, playable time is 1,42410669011113
Updating animator play animation clip, playable time is 1,43420178037467
Updating animator play animation clip, playable time is 1,44405755753585
Updating animator play animation clip, playable time is 1,45368266836852
Updating animator play animation clip, playable time is 1,46305522580591
Updating animator play animation clip, playable time is 1,47223759952987
Updating animator play animation clip, playable time is 1,4812153914118
Updating animator play animation clip, playable time is 1,49004000337469
Updating animator play animation clip, playable time is 1,49863927173374
Updating animator play animation clip, playable time is 1,50709517106523
Updating animator play animation clip, playable time is 1,51539030318445
Updating animator play animation clip, playable time is 1,52351100773381
Updating animator play animation clip, playable time is 1,53148894164289
Updating animator play animation clip, playable time is 1,53935865579881
Updating animator play animation clip, playable time is 1,54707268810861
Updating animator play animation clip, playable time is 1,55469293202955
Updating animator play animation clip, playable time is 1,56217948267717
Updating animator play animation clip, playable time is 1,56956979409897
Updating animator play animation clip, playable time is 1,57685081359885
Updating animator play animation clip, playable time is 1,58401800286225
Updating animator play animation clip, playable time is 1,59111050353211
Updating animator play animation clip, playable time is 1,59811303490764
Updating animator play animation clip, playable time is 1,60502645345565
Updating animator play animation clip, playable time is 1,61186415080085
Updating animator play animation clip, playable time is 1,61864542306095
Updating animator play animation clip, playable time is 1,62534982144334
Updating animator play animation clip, playable time is 1,63197122646016
Updating animator play animation clip, playable time is 1,63854562063273
Updating animator play animation clip, playable time is 1,64505723184261
Updating animator play animation clip, playable time is 1,65155440817221
Updating animator play animation clip, playable time is 1,65795677298195
Updating animator play animation clip, playable time is 1,66431371044332
Updating animator play animation clip, playable time is 1,67064025697143
Updating animator play animation clip, playable time is 1,67693012324738
Updating animator play animation clip, playable time is 1,68317109289677
Updating animator play animation clip, playable time is 1,6894015800334
Updating animator play animation clip, playable time is 1,69558151820878
Updating animator play animation clip, playable time is 1,70176142637812
Updating animator play animation clip, playable time is 1,70789277163182
Updating animator play animation clip, playable time is 1,71401624374817
Updating animator play animation clip, playable time is 1,72016320719435
Updating animator play animation clip, playable time is 1,72627292944606
Updating animator play animation clip, playable time is 1,73234292637973
Updating animator play animation clip, playable time is 1,7384049242142
Updating animator play animation clip, playable time is 1,74446178250295
Updating animator play animation clip, playable time is 1,750516350695
Updating animator play animation clip, playable time is 1,75657990932192
Updating animator play animation clip, playable time is 1,76266530932586
Updating animator play animation clip, playable time is 1,76871974471684
Updating animator play animation clip, playable time is 1,77477418010782
Updating animator play animation clip, playable time is 1,78084850948031
Updating animator play animation clip, playable time is 1,78691100965913
Updating animator play animation clip, playable time is 1,79296544505011
Updating animator play animation clip, playable time is 1,799042509717
Updating animator play animation clip, playable time is 1,80509694510798
Updating animator play animation clip, playable time is 1,8111724097627
Updating animator play animation clip, playable time is 1,81723680983956
Updating animator play animation clip, playable time is 1,82330680995907
Updating animator play animation clip, playable time is 1,82936801001157
Updating animator play animation clip, playable time is 1,83543780989672
Updating animator play animation clip, playable time is 1,8414922452877
Updating animator play animation clip, playable time is 1,8475664098161
Updating animator play animation clip, playable time is 1,85364220974694
Updating animator play animation clip, playable time is 1,85970460980858
Updating animator play animation clip, playable time is 1,86576960965718
Updating animator play animation clip, playable time is 1,87183470962296
Updating animator play animation clip, playable time is 1,87790040982615
Updating animator play animation clip, playable time is 1,88396520990606
Updating animator play animation clip, playable time is 1,89002630984138
Updating animator play animation clip, playable time is 1,89609430994566
Updating animator play animation clip, playable time is 1,90215980991449
Updating animator play animation clip, playable time is 1,90823150969769
Updating animator play animation clip, playable time is 1,91429840991001
Updating animator play animation clip, playable time is 1,92036990992452
Updating animator play animation clip, playable time is 1,9264243453155
Updating animator play animation clip, playable time is 1,93249580993976
Updating animator play animation clip, playable time is 1,93855024533074
Updating animator play animation clip, playable time is 1,94463520994137
Updating animator play animation clip, playable time is 1,95068964533235
Updating animator play animation clip, playable time is 1,95675841005246
Updating animator play animation clip, playable time is 1,96282391002129
Updating animator play animation clip, playable time is 1,96887834541227
Updating animator play animation clip, playable time is 1,9749516098174
Updating animator play animation clip, playable time is 1,98101580965991
Updating animator play animation clip, playable time is 1,9870882097977
Updating animator play animation clip, playable time is 1,9931494098502
Updating animator play animation clip, playable time is 1,99921600971098
Updating animator play animation clip, playable time is 2,00528330992635
Updating animator play animation clip, playable time is 2,01134650999408
Updating animator play animation clip, playable time is 2,01741731011967
Updating animator play animation clip, playable time is 2,02348371021177
Updating animator play animation clip, playable time is 2,02955021042104
Updating animator play animation clip, playable time is 2,03561431061204
Updating animator play animation clip, playable time is 2,04166874600302
Updating animator play animation clip, playable time is 2,04773851049791
Updating animator play animation clip, playable time is 2,05382461039077
Updating animator play animation clip, playable time is 2,05987904578175
Updating animator play animation clip, playable time is 2,06594661049272
Updating animator play animation clip, playable time is 2,07201011044632
Updating animator play animation clip, playable time is 2,07808431036498
Updating animator play animation clip, playable time is 2,08413874575596
Updating animator play animation clip, playable time is 2,09021211027826
Updating animator play animation clip, playable time is 2,09626654566924
Updating animator play animation clip, playable time is 2,1023453104655
Updating animator play animation clip, playable time is 2,10841071031715
Updating animator play animation clip, playable time is 2,11446514570813
Updating animator play animation clip, playable time is 2,12053131017561
Updating animator play animation clip, playable time is 2,1266037103134
Updating animator play animation clip, playable time is 2,13265814570437
Updating animator play animation clip, playable time is 2,13874111029978
Updating animator play animation clip, playable time is 2,14479554569076
Updating animator play animation clip, playable time is 2,1508663104261
Updating animator play animation clip, playable time is 2,15693341040711
Updating animator play animation clip, playable time is 2,16299641024049
Updating animator play animation clip, playable time is 2,16906691001456
Updating animator play animation clip, playable time is 2,17512950984488
Updating animator play animation clip, playable time is 2,18119150990348
Updating animator play animation clip, playable time is 2,18725961012493
Updating animator play animation clip, playable time is 2,19332460997354
Updating animator play animation clip, playable time is 2,19940691007029
Updating animator play animation clip, playable time is 2,20546134546126
Updating animator play animation clip, playable time is 2,21152550991352
Updating animator play animation clip, playable time is 2,21759420990671
Updating animator play animation clip, playable time is 2,22365871010076
Updating animator play animation clip, playable time is 2,22972410995241
Updating animator play animation clip, playable time is 2,23579011004145
Updating animator play animation clip, playable time is 2,24184454543243
Updating animator play animation clip, playable time is 2,24791931019823
Updating animator play animation clip, playable time is 2,25399761026453
Updating animator play animation clip, playable time is 2,2600583101968
Updating animator play animation clip, playable time is 2,26611961036648
Updating animator play animation clip, playable time is 2,27218661023031
Updating animator play animation clip, playable time is 2,27825331020828
Updating animator play animation clip, playable time is 2,28431411025773
Updating animator play animation clip, playable time is 2,29038021046396
Updating animator play animation clip, playable time is 2,29644971046324
Updating animator play animation clip, playable time is 2,30251681044425
Updating animator play animation clip, playable time is 2,30859121059726
Updating animator play animation clip, playable time is 2,31464564598824
Updating animator play animation clip, playable time is 2,32070691076766
Updating animator play animation clip, playable time is 2,32678601084004
Updating animator play animation clip, playable time is 2,33285871086369
Updating animator play animation clip, playable time is 2,33891314625467
Updating animator play animation clip, playable time is 2,3449966109703
Updating animator play animation clip, playable time is 2,35105104636128
Updating animator play animation clip, playable time is 2,35710548175226
Updating animator play animation clip, playable time is 2,36317661110039
Updating animator play animation clip, playable time is 2,36924321096118
Updating animator play animation clip, playable time is 2,37530441101368
Updating animator play animation clip, playable time is 2,38137401113014
Updating animator play animation clip, playable time is 2,38744141099702
Updating animator play animation clip, playable time is 2,39350551118802
Updating animator play animation clip, playable time is 2,39957581119339
Updating animator play animation clip, playable time is 2,40563024658437
Updating animator play animation clip, playable time is 2,41170941138367
Updating animator play animation clip, playable time is 2,41777001119877
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Teleporter_Mewtallica"
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
No point of interests found for quest Zero Dimension Mewtallica Boss!
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest DungeonQuest ZeroDimension Exit Portal!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Zero Dimension Aelius!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension_FinalDungeon
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension_FinalBoss
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/ZeroDimension_Dungeon_Pillar_02_Flipped (3)"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00608346471562982
Updating animator play animation clip, playable time is 0,0121514648199081
Updating animator play animation clip, playable time is 0,0182336647994816
Updating animator play animation clip, playable time is 0,0242881001904607
Updating animator play animation clip, playable time is 0,0303425355814397
Updating animator play animation clip, playable time is 0,0363969709724188
Updating animator play animation clip, playable time is 0,042472664732486
Updating animator play animation clip, playable time is 0,0485271001234651
Updating animator play animation clip, playable time is 0,0546067645773292
Updating animator play animation clip, playable time is 0,0606752648018301
Updating animator play animation clip, playable time is 0,0667435647919774
Updating animator play animation clip, playable time is 0,0727980001829565
Updating animator play animation clip, playable time is 0,0788729647174478
Updating animator play animation clip, playable time is 0,0849419645965099
Updating animator play animation clip, playable time is 0,090996399987489
Updating animator play animation clip, playable time is 0,0970779648050666
Updating animator play animation clip, playable time is 0,103148264810443
Updating animator play animation clip, playable time is 0,109202700201422
Updating animator play animation clip, playable time is 0,115268365014344
Updating animator play animation clip, playable time is 0,121331764850765
Updating animator play animation clip, playable time is 0,127392665017396
Updating animator play animation clip, playable time is 0,133469564840198
Updating animator play animation clip, playable time is 0,139524000231177
Updating animator play animation clip, playable time is 0,145603864919394
Updating animator play animation clip, playable time is 0,151658300310373
Updating animator play animation clip, playable time is 0,157719664741307
Updating animator play animation clip, playable time is 0,163804164621979
Updating animator play animation clip, playable time is 0,169858600012958
Updating animator play animation clip, playable time is 0,175931764766574
Updating animator play animation clip, playable time is 0,181986200157553
Updating animator play animation clip, playable time is 0,188054664991796
Updating animator play animation clip, playable time is 0,194121264852583
Updating animator play animation clip, playable time is 0,200175700243562
Updating animator play animation clip, playable time is 0,206265864893794
Updating animator play animation clip, playable time is 0,212320300284773
Updating animator play animation clip, playable time is 0,218381464947015
Updating animator play animation clip, playable time is 0,224452764727175
Updating animator play animation clip, playable time is 0,230513964779675
Updating animator play animation clip, playable time is 0,236584364902228
Updating animator play animation clip, playable time is 0,242638800293207
Updating animator play animation clip, playable time is 0,24871626496315
Updating animator play animation clip, playable time is 0,254783565178514
Updating animator play animation clip, playable time is 0,260838000569493
Updating animator play animation clip, playable time is 0,266925065312535
Updating animator play animation clip, playable time is 0,272979500703514
Updating animator play animation clip, playable time is 0,279033936094493
Updating animator play animation clip, playable time is 0,285120765212923
Updating animator play animation clip, playable time is 0,291192464996129
Updating animator play animation clip, playable time is 0,297246900387108
Updating animator play animation clip, playable time is 0,303336365148425
Updating animator play animation clip, playable time is 0,309390800539404
Updating animator play animation clip, playable time is 0,315445235930383
Updating animator play animation clip, playable time is 0,321515665389597
Updating animator play animation clip, playable time is 0,327570100780576
Updating animator play animation clip, playable time is 0,33364556543529
Updating animator play animation clip, playable time is 0,339700000826269
Updating animator play animation clip, playable time is 0,345772065222263
Updating animator play animation clip, playable time is 0,351837965194136
Updating animator play animation clip, playable time is 0,357899965252727
Updating animator play animation clip, playable time is 0,363968065474182
Updating animator play animation clip, playable time is 0,370037765242159
Updating animator play animation clip, playable time is 0,376092200633138
Updating animator play animation clip, playable time is 0,382167665287852
Updating animator play animation clip, playable time is 0,38822946511209
Updating animator play animation clip, playable time is 0,394296365324408
Updating animator play animation clip, playable time is 0,400364065542817
Updating animator play animation clip, playable time is 0,406429365742952
Updating animator play animation clip, playable time is 0,412494865711778
Updating animator play animation clip, playable time is 0,418566765729338
Updating animator play animation clip, playable time is 0,424621201120317
Updating animator play animation clip, playable time is 0,430707465857267
Updating animator play animation clip, playable time is 0,436761901248246
Updating animator play animation clip, playable time is 0,442816336639225
Updating animator play animation clip, playable time is 0,448891965672374
Updating animator play animation clip, playable time is 0,454962565563619
Updating animator play animation clip, playable time is 0,461030265782028
Updating animator play animation clip, playable time is 0,467084701173007
Updating animator play animation clip, playable time is 0,47315346589312
Updating animator play animation clip, playable time is 0,479220065753907
Updating animator play animation clip, playable time is 0,485313965938985
Updating animator play animation clip, playable time is 0,491394565906376
Updating animator play animation clip, playable time is 0,497462865896523
Updating animator play animation clip, playable time is 0,503517301287502
Updating animator play animation clip, playable time is 0,509571736678481
Updating animator play animation clip, playable time is 0,515685165766627
Updating animator play animation clip, playable time is 0,521739601157606
Updating animator play animation clip, playable time is 0,527878865599632
Updating animator play animation clip, playable time is 0,533933300990611
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Updating animator play animation clip, playable time is 0,667901249136776
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_HumanoidBoss_PirateKing_Injured_MonsterConfig (UnitConfig) is being
agrro-ed, entering combat mode!
charging is false
Enemy is die, thank you forever.
Enemy Enemy_HumanoidBoss_PirateKing_Injured_MonsterConfig (UnitConfig) is de-aggro-
ed, to handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Enemy_HumanoidBoss_PirateKing_Injured_MonsterConfig (UnitConfig) is de-aggro-
ed, to handle for audio changes!
0 entities playing special audio left
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Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00606259983032942
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Updating animator play animation clip, playable time is 0,242628000210971
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Updating animator play animation clip, playable time is 0,34577130060643
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Updating animator play animation clip, playable time is 0,376075635664165
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Updating animator play animation clip, playable time is 0,388220500666648
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Updating animator play animation clip, playable time is 0,40034170076251
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Updating animator play animation clip, playable time is 0,430679300799966
Updating animator play animation clip, playable time is 0,436743200756609
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Updating animator play animation clip, playable time is 0,46100060082972
Updating animator play animation clip, playable time is 0,467071000952274
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00607099989429116
Updating animator play animation clip, playable time is 0,0121818999759853
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Updating animator play animation clip, playable time is 0,400355801451951
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0157643208085823
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Updating CameraPresetUICanvases
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Updating CameraPresetUICanvases
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
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Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,0060767000541091
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Updating animator play animation clip, playable time is 0,297235865145922
Updating animator play animation clip, playable time is 0,303304065018892
Updating animator play animation clip, playable time is 0,309358500409871
Updating animator play animation clip, playable time is 0,31542876502499
Updating animator play animation clip, playable time is 0,321492964867502
Updating animator play animation clip, playable time is 0,327575064729899
Updating animator play animation clip, playable time is 0,333629500120878
Updating animator play animation clip, playable time is 0,339694964699447
Updating animator play animation clip, playable time is 0,345763064920902
Updating animator play animation clip, playable time is 0,351817500311881
Updating animator play animation clip, playable time is 0,357890164945275
Updating animator play animation clip, playable time is 0,363956464920193
Updating animator play animation clip, playable time is 0,370047364849597
Updating animator play animation clip, playable time is 0,376101800240576
Updating animator play animation clip, playable time is 0,382156235631555
Updating animator play animation clip, playable time is 0,388230565004051
Updating animator play animation clip, playable time is 0,39428500039503
Updating animator play animation clip, playable time is 0,400357164908201
Updating animator play animation clip, playable time is 0,40642146486789
Updating animator play animation clip, playable time is 0,412486365064979
Updating animator play animation clip, playable time is 0,418554865289479
Updating animator play animation clip, playable time is 0,424609300680459
Updating animator play animation clip, playable time is 0,430685465224087
Updating animator play animation clip, playable time is 0,436746765393764
Updating animator play animation clip, playable time is 0,442839465569705
Updating animator play animation clip, playable time is 0,448893900960684
Updating animator play animation clip, playable time is 0,454948336351663
Updating animator play animation clip, playable time is 0,46102006547153
Updating animator play animation clip, playable time is 0,467080865520984
Updating animator play animation clip, playable time is 0,47315286565572
Updating animator play animation clip, playable time is 0,479213565587997
Updating animator play animation clip, playable time is 0,485283065587282
Updating animator play animation clip, playable time is 0,491344465408474
Updating animator play animation clip, playable time is 0,497408065479249
Updating animator play animation clip, playable time is 0,503462500870228
Updating animator play animation clip, playable time is 0,509552165400237
Updating animator play animation clip, playable time is 0,515606600791216
Updating animator play animation clip, playable time is 0,521674865391105
Updating animator play animation clip, playable time is 0,527741665486246
Updating animator play animation clip, playable time is 0,533811265602708
Updating animator play animation clip, playable time is 0,539873965550214
Updating animator play animation clip, playable time is 0,545939465519041
Updating animator play animation clip, playable time is 0,55200206534937
Updating animator play animation clip, playable time is 0,558079965412617
Updating animator play animation clip, playable time is 0,564134400803596
Updating animator play animation clip, playable time is 0,57020366564393
Updating animator play animation clip, playable time is 0,576304965652525
Updating animator play animation clip, playable time is 0,582359401043504
Updating animator play animation clip, playable time is 0,588413836434484
Updating animator play animation clip, playable time is 0,594468271825463
Updating animator play animation clip, playable time is 0,600522707216442
Updating animator play animation clip, playable time is 0,60660626552999
Updating animator play animation clip, playable time is 0,612660700920969
Updating animator play animation clip, playable time is 0,618732365313917
Updating animator play animation clip, playable time is 0,624802765436471
Updating animator play animation clip, playable time is 0,63085720082745
Updating animator play animation clip, playable time is 0,636966065503657
Updating animator play animation clip, playable time is 0,643020500894636
Updating animator play animation clip, playable time is 0,649074936285615
Updating animator play animation clip, playable time is 0,655129371676594
Updating animator play animation clip, playable time is 0,661183807067573
Updating animator play animation clip, playable time is 0,66725816577673
Updating animator play animation clip, playable time is 0,673325665760785
Updating animator play animation clip, playable time is 0,679408165626228
Updating animator play animation clip, playable time is 0,685462601017207
Updating animator play animation clip, playable time is 0,691531165502965
Updating animator play animation clip, playable time is 0,697585600893945
Updating animator play animation clip, playable time is 0,703664165455848
Updating animator play animation clip, playable time is 0,709718600846827
Updating animator play animation clip, playable time is 0,715788965579122
Updating animator play animation clip, playable time is 0,721850265748799
Updating animator play animation clip, playable time is 0,727927665691823
Updating animator play animation clip, playable time is 0,733982101082802
Updating animator play animation clip, playable time is 0,740054465830326
Updating animator play animation clip, playable time is 0,746138565707952
Updating animator play animation clip, playable time is 0,752193001098931
Updating animator play animation clip, playable time is 0,75824743648991
Updating animator play animation clip, playable time is 0,764313065912575
Updating animator play animation clip, playable time is 0,7703881659545
Updating animator play animation clip, playable time is 0,776471465826035
Updating animator play animation clip, playable time is 0,782525901217014
Updating animator play animation clip, playable time is 0,788580336607993
Updating animator play animation clip, playable time is 0,794645465910435
Updating animator play animation clip, playable time is 0,80071326578036
Updating animator play animation clip, playable time is 0,806776265613735
Updating animator play animation clip, playable time is 0,812853565439582
Updating animator play animation clip, playable time is 0,818908000830561
Updating animator play animation clip, playable time is 0,824974965304136
Updating animator play animation clip, playable time is 0,831040265504271
Updating animator play animation clip, playable time is 0,837110165506601
Updating animator play animation clip, playable time is 0,843172665685415
Updating animator play animation clip, playable time is 0,849251265637577
Updating animator play animation clip, playable time is 0,855305701028556
Updating animator play animation clip, playable time is 0,861360136419535
Updating animator play animation clip, playable time is 0,867438565474004
Updating animator play animation clip, playable time is 0,873493000864983
Updating animator play animation clip, playable time is 0,879574665334076
Updating animator play animation clip, playable time is 0,885635665152222
Updating animator play animation clip, playable time is 0,891703965142369
Updating animator play animation clip, playable time is 0,897771165240556
Updating animator play animation clip, playable time is 0,90383196529001
Updating animator play animation clip, playable time is 0,909918165300041
Updating animator play animation clip, playable time is 0,91597260069102
Updating animator play animation clip, playable time is 0,922027036082
Updating animator play animation clip, playable time is 0,928099065553397
Updating animator play animation clip, playable time is 0,934162665624171
Updating animator play animation clip, playable time is 0,940217101015151
Updating animator play animation clip, playable time is 0,946308065671474
Updating animator play animation clip, playable time is 0,952362501062453
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy NorthStarBoss_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic (SoundData)
Ran out of audio sources ... sound to play: Spell_Flamepurr_End (SoundData)
charging is false
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Arcane (SoundData)
charging is false
charging is false
Ran out of audio sources ... sound to play: NorthStar_Attack_StarLoop (SoundData)
Ran out of audio sources ... sound to play: NorthStar_Attack_StarLoop (SoundData)
Ran out of audio sources ... sound to play: NorthStar_Attack (SoundData)
Ran out of audio sources ... sound to play: NorthStar_Attack_StarLoop (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Magic_Lightning
(SoundData)
charging is false
Enemy is die, thank you forever.
Enemy NorthStarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Ran out of audio sources ... sound to play: Hit_Monsters_Critical (SoundData)
Ran out of audio sources ... sound to play: Hit_Monsters_Critical (SoundData)
Enemy NorthStarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0,00605443539097905
Updating animator play animation clip, playable time is 0,0121206999756396
Updating animator play animation clip, playable time is 0,0181751353666186
Updating animator play animation clip, playable time is 0,0242507001385093
Updating animator play animation clip, playable time is 0,0303130000829697
Updating animator play animation clip, playable time is 0,0363834998570383
Updating animator play animation clip, playable time is 0,0424581998959184
Updating animator play animation clip, playable time is 0,0485126352868974
Updating animator play animation clip, playable time is 0,0545779000967741
Updating animator play animation clip, playable time is 0,0606436002999544
Updating animator play animation clip, playable time is 0,0667043002322316
Updating animator play animation clip, playable time is 0,0727766002528369
Updating animator play animation clip, playable time is 0,0788414003327489
Updating animator play animation clip, playable time is 0,0849051005207002
Updating animator play animation clip, playable time is 0,0909722005017102
Updating animator play animation clip, playable time is 0,0970392003655434
Updating animator play animation clip, playable time is 0,103103200439364
Updating animator play animation clip, playable time is 0,109179600607604
Updating animator play animation clip, playable time is 0,115234035998583
Updating animator play animation clip, playable time is 0,121312300674617
Updating animator play animation clip, playable time is 0,127366736065596
Updating animator play animation clip, playable time is 0,133442100603133
Updating animator play animation clip, playable time is 0,139496535994112
Updating animator play animation clip, playable time is 0,145570000633597
Updating animator play animation clip, playable time is 0,151624436024576
Updating animator play animation clip, playable time is 0,157695600762963
Updating animator play animation clip, playable time is 0,163768500555307
Updating animator play animation clip, playable time is 0,169832500629127
Updating animator play animation clip, playable time is 0,175902800634503
Updating animator play animation clip, playable time is 0,181976700667292
Updating animator play animation clip, playable time is 0,188031136058271
Updating animator play animation clip, playable time is 0,194113300647587
Updating animator play animation clip, playable time is 0,200178200844675
Updating animator play animation clip, playable time is 0,206232636235654
Updating animator play animation clip, playable time is 0,212299300823361
Updating animator play animation clip, playable time is 0,218364100903273
Updating animator play animation clip, playable time is 0,224437800701708
Updating animator play animation clip, playable time is 0,230492236092687
Updating animator play animation clip, playable time is 0,23655900079757
Updating animator play animation clip, playable time is 0,242628600914031
Updating animator play animation clip, playable time is 0,24868303630501
Updating animator play animation clip, playable time is 0,254763300996274
Updating animator play animation clip, playable time is 0,26083670090884
Updating animator play animation clip, playable time is 0,266891136299819
Updating animator play animation clip, playable time is 0,272958200890571
Updating animator play animation clip, playable time is 0,279024900868535
Updating animator play animation clip, playable time is 0,285079336259514
Updating animator play animation clip, playable time is 0,29115250101313
Updating animator play animation clip, playable time is 0,297221701126546
Updating animator play animation clip, playable time is 0,303292701020837
Updating animator play animation clip, playable time is 0,309388601221144
Updating animator play animation clip, playable time is 0,315443036612123
Updating animator play animation clip, playable time is 0,321497472003102
Updating animator play animation clip, playable time is 0,327551907394081
Updating animator play animation clip, playable time is 0,333616901189089
Updating animator play animation clip, playable time is 0,339678401127458
Updating animator play animation clip, playable time is 0,345743301324546
Updating animator play animation clip, playable time is 0,351821001153439
Updating animator play animation clip, playable time is 0,35788440098986
Updating animator play animation clip, playable time is 0,363949100952595
Updating animator play animation clip, playable time is 0,370003536343575
Updating animator play animation clip, playable time is 0,376073700841516
Updating animator play animation clip, playable time is 0,382144800852984
Updating animator play animation clip, playable time is 0,388209900818765
Updating animator play animation clip, playable time is 0,394279300700873
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Updating animator play animation clip, playable time is 0,406405200716108
Updating animator play animation clip, playable time is 0,412472000811249
Updating animator play animation clip, playable time is 0,418542900588363
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Updating animator play animation clip, playable time is 0,436741800513119
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Updating animator play animation clip, playable time is 0,454939200542867
Updating animator play animation clip, playable time is 0,461001100484282
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Updating animator play animation clip, playable time is 0,473169235978276
Updating animator play animation clip, playable time is 0,479223671369255
Updating animator play animation clip, playable time is 0,485278106760234
Updating animator play animation clip, playable time is 0,491332542151213
Updating animator play animation clip, playable time is 0,497399700805545
Updating animator play animation clip, playable time is 0,503468000795692
Updating animator play animation clip, playable time is 0,509533300995827
Updating animator play animation clip, playable time is 0,515597001183778
Updating animator play animation clip, playable time is 0,521662201266736
Updating animator play animation clip, playable time is 0,527727101463825
Updating animator play animation clip, playable time is 0,53379520168528
Updating animator play animation clip, playable time is 0,539856901858002
Updating animator play animation clip, playable time is 0,545925501734018
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Updating animator play animation clip, playable time is 0,558058701921254
Updating animator play animation clip, playable time is 0,564123801887035
Updating animator play animation clip, playable time is 0,57020510174334
Updating animator play animation clip, playable time is 0,576266401913017
Updating animator play animation clip, playable time is 0,582328601740301
Updating animator play animation clip, playable time is 0,58838303713128
Updating animator play animation clip, playable time is 0,59444990195334
Updating animator play animation clip, playable time is 0,600521102081984
Updating animator play animation clip, playable time is 0,606583002023399
Updating animator play animation clip, playable time is 0,612652202136815
Updating animator play animation clip, playable time is 0,618733901996166
Updating animator play animation clip, playable time is 0,624788337387145
Updating animator play animation clip, playable time is 0,630857602227479
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Updating animator play animation clip, playable time is 0,642987837549299
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Updating animator play animation clip, playable time is 0,655144202522933
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Updating animator play animation clip, playable time is 0,673314773477614
Updating animator play animation clip, playable time is 0,679388302844018
Updating animator play animation clip, playable time is 0,685442738234997
Updating animator play animation clip, playable time is 0,691514502745122
Updating animator play animation clip, playable time is 0,697575302794576
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Updating animator play animation clip, playable time is 0,709702002815902
Updating animator play animation clip, playable time is 0,715777002740651
Updating animator play animation clip, playable time is 0,721843002829701
Updating animator play animation clip, playable time is 0,727929102722555
Updating animator play animation clip, playable time is 0,733983538113534
Updating animator play animation clip, playable time is 0,74010060261935
Updating animator play animation clip, playable time is 0,746155038010329
Updating animator play animation clip, playable time is 0,752209473401308
Updating animator play animation clip, playable time is 0,758263908792287
Updating animator play animation clip, playable time is 0,764318344183266
Updating animator play animation clip, playable time is 0,770372779574245
Updating animator play animation clip, playable time is 0,776427214965224
Updating animator play animation clip, playable time is 0,782498302869499
Updating animator play animation clip, playable time is 0,788560602813959
Updating animator play animation clip, playable time is 0,794632402714342
Updating animator play animation clip, playable time is 0,800697402562946
Updating animator play animation clip, playable time is 0,806758102495223
Updating animator play animation clip, playable time is 0,81283290265128
Updating animator play animation clip, playable time is 0,81889410270378
Updating animator play animation clip, playable time is 0,824962102808058
Updating animator play animation clip, playable time is 0,831029902677983
Updating animator play animation clip, playable time is 0,83709650253877
Updating animator play animation clip, playable time is 0,843150937929749
Updating animator play animation clip, playable time is 0,849218202754855
Updating animator play animation clip, playable time is 0,855295802932233
Updating animator play animation clip, playable time is 0,861364603042603
Updating animator play animation clip, playable time is 0,867419038433582
Updating animator play animation clip, playable time is 0,873490303289145
Updating animator play animation clip, playable time is 0,879551803227514
Updating animator play animation clip, playable time is 0,885616603307426
Updating animator play animation clip, playable time is 0,891689903102815
Updating animator play animation clip, playable time is 0,897751403041184
Updating animator play animation clip, playable time is 0,903822702821344
Updating animator play animation clip, playable time is 0,909877138212323
Updating animator play animation clip, playable time is 0,915946702938527
Updating animator play animation clip, playable time is 0,922026502899826
Updating animator play animation clip, playable time is 0,928080938290805
Updating animator play animation clip, playable time is 0,934147602878511
Updating animator play animation clip, playable time is 0,940210702829063
Updating animator play animation clip, playable time is 0,946281102951616
Updating animator play animation clip, playable time is 0,952347002923489
Updating animator play animation clip, playable time is 0,958413602784276
Updating animator play animation clip, playable time is 0,964475202839822
Updating animator play animation clip, playable time is 0,970542702823877
Updating animator play animation clip, playable time is 0,976608702912927
Updating animator play animation clip, playable time is 0,982683103065938
Updating animator play animation clip, playable time is 0,988737538456917
Updating animator play animation clip, playable time is 0,994817903265357
Updating animator play animation clip, playable time is 1,00088030332699
Updating animator play animation clip, playable time is 1,00693473871797
Updating animator play animation clip, playable time is 1,01300820335746
Updating animator play animation clip, playable time is 1,01906900340691
Updating animator play animation clip, playable time is 1,0251383036375
Updating animator play animation clip, playable time is 1,03120010346174
Updating animator play animation clip, playable time is 1,03729370329529
Updating animator play animation clip, playable time is 1,04334813868627
Updating animator play animation clip, playable time is 1,04940257407725
Updating animator play animation clip, playable time is 1,05547570344061
Updating animator play animation clip, playable time is 1,06153013883159
Updating animator play animation clip, playable time is 1,06759740365669
Updating animator play animation clip, playable time is 1,07366120349616
Updating animator play animation clip, playable time is 1,0797274033539
Updating animator play animation clip, playable time is 1,08579670358449
Updating animator play animation clip, playable time is 1,09186350367963
Updating animator play animation clip, playable time is 1,09793500369415
Updating animator play animation clip, playable time is 1,10399900376797
Updating animator play animation clip, playable time is 1,11006060382351
Updating animator play animation clip, playable time is 1,11613410385326
Updating animator play animation clip, playable time is 1,12219720380381
Updating animator play animation clip, playable time is 1,12826140364632
Updating animator play animation clip, playable time is 1,13432620372623
Updating animator play animation clip, playable time is 1,14038800355047
Updating animator play animation clip, playable time is 1,14646930340677
Updating animator play animation clip, playable time is 1,15252373879775
Updating animator play animation clip, playable time is 1,15858850348741
Updating animator play animation clip, playable time is 1,16465250356123
Updating animator play animation clip, playable time is 1,17071780376136
Updating animator play animation clip, playable time is 1,17679390357807
Updating animator play animation clip, playable time is 1,1828719037585
Updating animator play animation clip, playable time is 1,18893880397081
Updating animator play animation clip, playable time is 1,19500520406291
Updating animator play animation clip, playable time is 1,20105963945389
Updating animator play animation clip, playable time is 1,20711407484487
Updating animator play animation clip, playable time is 1,21320270420983
Updating animator play animation clip, playable time is 1,21925713960081
Updating animator play animation clip, playable time is 1,22533160401508
Updating animator play animation clip, playable time is 1,23140900395811
Updating animator play animation clip, playable time is 1,23748810403049
Updating animator play animation clip, playable time is 1,24354253942147
Updating animator play animation clip, playable time is 1,24959697481245
Updating animator play animation clip, playable time is 1,25565141020343
Updating animator play animation clip, playable time is 1,26171330409124
Updating animator play animation clip, playable time is 1,26776773948222
Updating animator play animation clip, playable time is 1,27383870398626
Updating animator play animation clip, playable time is 1,27991430414841
Updating animator play animation clip, playable time is 1,28597990423441
Updating animator play animation clip, playable time is 1,29203433962539
Updating animator play animation clip, playable time is 1,29811610421166
Updating animator play animation clip, playable time is 1,30417820438743
Updating animator play animation clip, playable time is 1,31023263977841
Updating animator play animation clip, playable time is 1,31630520429462
Updating animator play animation clip, playable time is 1,32238840451464
Updating animator play animation clip, playable time is 1,32845140434802
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Updating animator play animation clip, playable time is 1,34056027512997
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Updating animator play animation clip, playable time is 3,06328604929149
Updating animator play animation clip, playable time is 3,0693531492725
Updating animator play animation clip, playable time is 3,07542284904048
Updating animator play animation clip, playable time is 3,08148724911734
Updating animator play animation clip, playable time is 3,08754904894158
Updating animator play animation clip, playable time is 3,09362214896828
Updating animator play animation clip, playable time is 3,09970314893872
Updating animator play animation clip, playable time is 3,10575758432969
Updating animator play animation clip, playable time is 3,11182074900717
Updating animator play animation clip, playable time is 3,11789664905518
Updating animator play animation clip, playable time is 3,12395754922181
Updating animator play animation clip, playable time is 3,13001198461279
Updating animator play animation clip, playable time is 3,1360859493725
Updating animator play animation clip, playable time is 3,14214038476348
Updating animator play animation clip, playable time is 3,14821424940601
Updating animator play animation clip, playable time is 3,15428154962137
Updating animator play animation clip, playable time is 3,16034464957193
Updating animator play animation clip, playable time is 3,16641594935209
Updating animator play animation clip, playable time is 3,17247038474306
Updating animator play animation clip, playable time is 3,17854894930497
Updating animator play animation clip, playable time is 3,18460338469595
Updating animator play animation clip, playable time is 3,19067914923653
Updating animator play animation clip, playable time is 3,19673358462751
Updating animator play animation clip, playable time is 3,2028047493659
Updating animator play animation clip, playable time is 3,20887454925105
Updating animator play animation clip, playable time is 3,21494194911793
Updating animator play animation clip, playable time is 3,22101354924962
Updating animator play animation clip, playable time is 3,2270679846406
Updating animator play animation clip, playable time is 3,23316964926198
Updating animator play animation clip, playable time is 3,23922408465296
Updating animator play animation clip, playable time is 3,24527852004394
Updating animator play animation clip, playable time is 3,25133295543492
Updating animator play animation clip, playable time is 3,25741444947198
Updating animator play animation clip, playable time is 3,26346888486296
Updating animator play animation clip, playable time is 3,26953544933349
Updating animator play animation clip, playable time is 3,27561274915934
Updating animator play animation clip, playable time is 3,28168874932453
Updating animator play animation clip, playable time is 3,28774318471551
Updating animator play animation clip, playable time is 3,29380384925753
Updating animator play animation clip, playable time is 3,29985828464851
Updating animator play animation clip, playable time is 3,30592844914645
Updating animator play animation clip, playable time is 3,31199064897373
Updating animator play animation clip, playable time is 3,3180669490248
Updating animator play animation clip, playable time is 3,32412834884599
Updating animator play animation clip, playable time is 3,33019094867632
Updating animator play animation clip, playable time is 3,3362583485432
Updating animator play animation clip, playable time is 3,34232894843444
Updating animator play animation clip, playable time is 3,34839074825868
Updating animator play animation clip, playable time is 3,35445864824578
Updating animator play animation clip, playable time is 3,36051994841546
Updating animator play animation clip, playable time is 3,36658724863082
Updating animator play animation clip, playable time is 3,37264984846115
Updating animator play animation clip, playable time is 3,37872204836458
Updating animator play animation clip, playable time is 3,38480084855109
Updating animator play animation clip, playable time is 3,39085528394207
Updating animator play animation clip, playable time is 3,39690971933305
Updating animator play animation clip, playable time is 3,40299504855648
Updating animator play animation clip, playable time is 3,40905644837767
Updating animator play animation clip, playable time is 3,41511088376865
Updating animator play animation clip, playable time is 3,42117754835635
Updating animator play animation clip, playable time is 3,42726534837857
Updating animator play animation clip, playable time is 3,43331978376955
Updating animator play animation clip, playable time is 3,4393897484988
Updating animator play animation clip, playable time is 3,44544418388978
Updating animator play animation clip, playable time is 3,4515142487362
Updating animator play animation clip, playable time is 3,45758264884353
Updating animator play animation clip, playable time is 3,46363708423451
Updating animator play animation clip, playable time is 3,46973024867475
Updating animator play animation clip, playable time is 3,47578468406573
Updating animator play animation clip, playable time is 3,48183911945671
Updating animator play animation clip, playable time is 3,48791064880788
Updating animator play animation clip, playable time is 3,49396508419886
Updating animator play animation clip, playable time is 3,50006914883852
Updating animator play animation clip, playable time is 3,5061235842295
Updating animator play animation clip, playable time is 3,51217801962048
Updating animator play animation clip, playable time is 3,51824134867638
Updating animator play animation clip, playable time is 3,52429578406736
Updating animator play animation clip, playable time is 3,53037484874949
Updating animator play animation clip, playable time is 3,53643724881113
Updating animator play animation clip, playable time is 3,54250454902649
Updating animator play animation clip, playable time is 3,54857194889337
Updating animator play animation clip, playable time is 3,55463434895501
Updating animator play animation clip, playable time is 3,56069974880666
Updating animator play animation clip, playable time is 3,56678394880146
Updating animator play animation clip, playable time is 3,57283838419244
Updating animator play animation clip, playable time is 3,57889281958342
Updating animator play animation clip, playable time is 3,5849472549744
Updating animator play animation clip, playable time is 3,59102404862642
Updating animator play animation clip, playable time is 3,59708814881742
Updating animator play animation clip, playable time is 3,60315304901451
Updating animator play animation clip, playable time is 3,60922674881294
Updating animator play animation clip, playable time is 3,61528118420392
Updating animator play animation clip, playable time is 3,62136914860457
Updating animator play animation clip, playable time is 3,62742358399555
Updating animator play animation clip, playable time is 3,63351934868842
Updating animator play animation clip, playable time is 3,6395737840794
Updating animator play animation clip, playable time is 3,64562821947038
Updating animator play animation clip, playable time is 3,65170644875616
Updating animator play animation clip, playable time is 3,65776088414714
Updating animator play animation clip, playable time is 3,66381531953812
Updating animator play animation clip, playable time is 3,66988454898819
Updating animator play animation clip, playable time is 3,67593898437917
Updating animator play animation clip, playable time is 3,68201914895326
Updating animator play animation clip, playable time is 3,68807358434424
Updating animator play animation clip, playable time is 3,69414454884827
Updating animator play animation clip, playable time is 3,70022434880957
Updating animator play animation clip, playable time is 3,70627878420055
Updating animator play animation clip, playable time is 3,71234964905307
Updating animator play animation clip, playable time is 3,71842304896563
Updating animator play animation clip, playable time is 3,72449534898624
Updating animator play animation clip, playable time is 3,73054978437722
Updating animator play animation clip, playable time is 3,7366042197682
Updating animator play animation clip, playable time is 3,74267364898697
Updating animator play animation clip, playable time is 3,74873624881729
Updating animator play animation clip, playable time is 3,75480594858527
Updating animator play animation clip, playable time is 3,76090064877644
Updating animator play animation clip, playable time is 3,76695508416742
Updating animator play animation clip, playable time is 3,7730095195584
Updating animator play animation clip, playable time is 3,77907934878021
Updating animator play animation clip, playable time is 3,78513378417119
Updating animator play animation clip, playable time is 3,79120804881677
Updating animator play animation clip, playable time is 3,79726248420775
Updating animator play animation clip, playable time is 3,80333074880764
Updating animator play animation clip, playable time is 3,80940654873848
Updating animator play animation clip, playable time is 3,81547314859927
Updating animator play animation clip, playable time is 3,82152758399025
Updating animator play animation clip, playable time is 3,8275917484425
Updating animator play animation clip, playable time is 3,8336788485758
Updating animator play animation clip, playable time is 3,83973328396678
Updating animator play animation clip, playable time is 3,84578771935776
Updating animator play animation clip, playable time is 3,85186954867095
Updating animator play animation clip, playable time is 3,85792398406193
Updating animator play animation clip, playable time is 3,86398954875767
Updating animator play animation clip, playable time is 3,87005664873868
Updating animator play animation clip, playable time is 3,87613034853712
Updating animator play animation clip, playable time is 3,8821847839281
Updating animator play animation clip, playable time is 3,88825294841081
Updating animator play animation clip, playable time is 3,89432824822143
Updating animator play animation clip, playable time is 3,90040864842013
Updating animator play animation clip, playable time is 3,9064630838111
Updating animator play animation clip, playable time is 3,91252584848553
Updating animator play animation clip, playable time is 3,91859214846045
Updating animator play animation clip, playable time is 3,92465804843232
Updating animator play animation clip, playable time is 3,93072644853964
Updating animator play animation clip, playable time is 3,93678088393062
Updating animator play animation clip, playable time is 3,94284884864464
Updating animator play animation clip, playable time is 3,94891184847802
Updating animator play animation clip, playable time is 3,954990348313
Updating animator play animation clip, playable time is 3,96105894818902
Updating animator play animation clip, playable time is 3,96712784841657
Updating animator play animation clip, playable time is 3,97318228380755
Updating animator play animation clip, playable time is 3,97924514859915
Updating animator play animation clip, playable time is 3,98531474871561
Updating animator play animation clip, playable time is 3,99138734862208
Updating animator play animation clip, playable time is 3,9974588486366
Updating animator play animation clip, playable time is 4,00351328402758
Updating animator play animation clip, playable time is 4,00958604877815
Updating animator play animation clip, playable time is 4,01564048416913
Updating animator play animation clip, playable time is 4,02170934900641
Updating animator play animation clip, playable time is 4,02776378439739
Updating animator play animation clip, playable time is 4,03385374881327
Updating animator play animation clip, playable time is 4,03990818420425
Updating animator play animation clip, playable time is 4,04597494890913
Updating animator play animation clip, playable time is 4,05203684885055
Updating animator play animation clip, playable time is 4,05810754885897
Updating animator play animation clip, playable time is 4,06416198424995
Updating animator play animation clip, playable time is 4,07023384887725
Updating animator play animation clip, playable time is 4,07630074908957
Updating animator play animation clip, playable time is 4,0823639491573
Updating animator play animation clip, playable time is 4,08843844896182
Updating animator play animation clip, playable time is 4,0944928843528
Updating animator play animation clip, playable time is 4,10055844904855
Updating animator play animation clip, playable time is 4,10663244919851
Updating animator play animation clip, playable time is 4,11270014941692
Updating animator play animation clip, playable time is 4,11876794928685
Updating animator play animation clip, playable time is 4,12482238467783
Updating animator play animation clip, playable time is 4,13089734921232
Updating animator play animation clip, playable time is 4,13695964915678
Updating animator play animation clip, playable time is 4,14303614897653
Updating animator play animation clip, playable time is 4,14912414876744
Updating animator play animation clip, playable time is 4,15517858415842
Updating animator play animation clip, playable time is 4,1612330195494
Updating animator play animation clip, playable time is 4,16731324885041
Updating animator play animation clip, playable time is 4,17336768424138
Updating animator play animation clip, playable time is 4,17943314881995
Updating animator play animation clip, playable time is 4,18548758421093
Updating animator play animation clip, playable time is 4,19156134873629
Updating animator play animation clip, playable time is 4,19762944895774
Updating animator play animation clip, playable time is 4,20368388434872
Updating animator play animation clip, playable time is 4,20975234918296
Updating animator play animation clip, playable time is 4,21582484897226
Updating animator play animation clip, playable time is 4,22187928436324
Updating animator play animation clip, playable time is 4,22796434909105
Updating animator play animation clip, playable time is 4,23401878448203
Updating animator play animation clip, playable time is 4,24008694896474
Updating animator play animation clip, playable time is 4,24614138435572
Updating animator play animation clip, playable time is 4,2522179489024
Updating animator play animation clip, playable time is 4,25827984884381
Updating animator play animation clip, playable time is 4,26434114901349
Updating animator play animation clip, playable time is 4,27041024900973
Updating animator play animation clip, playable time is 4,27648014901206
Updating animator play animation clip, playable time is 4,28254494909197
Updating animator play animation clip, playable time is 4,28861414920539
Updating animator play animation clip, playable time is 4,29467964917421
Updating animator play animation clip, playable time is 4,30073408456519
Updating animator play animation clip, playable time is 4,30680094938725
Updating animator play animation clip, playable time is 4,31287344917655
Updating animator play animation clip, playable time is 4,31894194940105
Updating animator play animation clip, playable time is 4,32499638479203
Updating animator play animation clip, playable time is 4,33107854938135
Updating animator play animation clip, playable time is 4,33713964931667
Updating animator play animation clip, playable time is 4,34320654952899
Updating animator play animation clip, playable time is 4,34926744969562
Updating animator play animation clip, playable time is 4,35533654969186
Updating animator play animation clip, playable time is 4,3614094494842
Updating animator play animation clip, playable time is 4,36746388487518
Updating animator play animation clip, playable time is 4,37353444937617
Updating animator play animation clip, playable time is 4,37960944930092
Updating animator play animation clip, playable time is 4,38566388469189
Updating animator play animation clip, playable time is 4,39173964923248
Updating animator play animation clip, playable time is 4,39783214917406
Updating animator play animation clip, playable time is 4,40388658456504
Updating animator play animation clip, playable time is 4,40994101995602
Updating animator play animation clip, playable time is 4,415995455347
Updating animator play animation clip, playable time is 4,42206034902483
Updating animator play animation clip, playable time is 4,4281247491017
Updating animator play animation clip, playable time is 4,4342068489641
Updating animator play animation clip, playable time is 4,44026128435507
Updating animator play animation clip, playable time is 4,44631571974605
Updating animator play animation clip, playable time is 4,4523890488781
Updating animator play animation clip, playable time is 4,45846134889871
Updating animator play animation clip, playable time is 4,46452684886754
Updating animator play animation clip, playable time is 4,47059084894136
Updating animator play animation clip, playable time is 4,47665384877473
Updating animator play animation clip, playable time is 4,48272354900837
Updating animator play animation clip, playable time is 4,4887882489711
Updating animator play animation clip, playable time is 4,49485864909366
Updating animator play animation clip, playable time is 4,50091308448464
Updating animator play animation clip, playable time is 4,50698414910585
Updating animator play animation clip, playable time is 4,51304774917662
Updating animator play animation clip, playable time is 4,51912264898419
Updating animator play animation clip, playable time is 4,52517708437517
Updating animator play animation clip, playable time is 4,53125244891271
Updating animator play animation clip, playable time is 4,53731314884499
Updating animator play animation clip, playable time is 4,54338244907558
Updating animator play animation clip, playable time is 4,54943688446656
Updating animator play animation clip, playable time is 4,55551534891129
Updating animator play animation clip, playable time is 4,56156978430226
Updating animator play animation clip, playable time is 4,56766124907881
Updating animator play animation clip, playable time is 4,57372874906287
Updating animator play animation clip, playable time is 4,57978318445385
Updating animator play animation clip, playable time is 4,58583761984482
Updating animator play animation clip, playable time is 4,59190764930099
Updating animator play animation clip, playable time is 4,59797744918615
Updating animator play animation clip, playable time is 4,60404484905303
Updating animator play animation clip, playable time is 4,61010704888031
Updating animator play animation clip, playable time is 4,61617244873196
Updating animator play animation clip, playable time is 4,62224064860493
Updating animator play animation clip, playable time is 4,62829508399591
Updating animator play animation clip, playable time is 4,63437604857609
Updating animator play animation clip, playable time is 4,64043874852359
Updating animator play animation clip, playable time is 4,64650044869632
Updating animator play animation clip, playable time is 4,65256934892386
Updating animator play animation clip, playable time is 4,65864164894447
Updating animator play animation clip, playable time is 4,66470574913546
Updating animator play animation clip, playable time is 4,67076018452644
Updating animator play animation clip, playable time is 4,67683224892244
Updating animator play animation clip, playable time is 4,68289414886385
Updating animator play animation clip, playable time is 4,68897474883124
Updating animator play animation clip, playable time is 4,69502918422222
Updating animator play animation clip, playable time is 4,70109364902601
Updating animator play animation clip, playable time is 4,70716744894162
Updating animator play animation clip, playable time is 4,71323214890435
Updating animator play animation clip, playable time is 4,71931664878502
Updating animator play animation clip, playable time is 4,725371084176
Updating animator play animation clip, playable time is 4,7314356486313
Updating animator play animation clip, playable time is 4,73749008402228
Updating animator play animation clip, playable time is 4,74355174880475
Updating animator play animation clip, playable time is 4,74964654864743
Updating animator play animation clip, playable time is 4,75570098403841
Updating animator play animation clip, playable time is 4,76175541942939
Updating animator play animation clip, playable time is 4,76781984884292
Updating animator play animation clip, playable time is 4,77389154862612
Updating animator play animation clip, playable time is 4,77996394876391
Updating animator play animation clip, playable time is 4,78601838415489
Updating animator play animation clip, playable time is 4,79208744876087
Updating animator play animation clip, playable time is 4,79817064898089
Updating animator play animation clip, playable time is 4,80422508437186
Updating animator play animation clip, playable time is 4,81028884882107
Updating animator play animation clip, playable time is 4,81635214900598
Updating animator play animation clip, playable time is 4,82242034887895
Updating animator play animation clip, playable time is 4,82849204866216
Updating animator play animation clip, playable time is 4,83456634869799
Updating animator play animation clip, playable time is 4,84062078408897
Updating animator play animation clip, playable time is 4,84667521947995
Updating animator play animation clip, playable time is 4,85273744864389
Updating animator play animation clip, playable time is 4,8588254484348
Updating animator play animation clip, playable time is 4,86487988382578
Updating animator play animation clip, playable time is 4,87094314862043
Updating animator play animation clip, playable time is 4,8770096488297
Updating animator play animation clip, playable time is 4,88307554880157
Updating animator play animation clip, playable time is 4,88913854863495
Updating animator play animation clip, playable time is 4,89520524861291
Updating animator play animation clip, playable time is 4,90127194859087
Updating animator play animation clip, playable time is 4,90734214847907
Updating animator play animation clip, playable time is 4,91340404842049
Updating animator play animation clip, playable time is 4,91947534820065
Updating animator play animation clip, playable time is 4,92552978359163
Updating animator play animation clip, playable time is 4,93160844827071
Updating animator play animation clip, playable time is 4,9376777485013
Updating animator play animation clip, playable time is 4,94373218389228
Updating animator play animation clip, playable time is 4,94980524852872
Updating animator play animation clip, playable time is 4,9558596839197
Updating animator play animation clip, playable time is 4,96194254839793
Updating animator play animation clip, playable time is 4,96801554830745
Updating animator play animation clip, playable time is 4,97406998369843
Updating animator play animation clip, playable time is 4,98013324849308
Updating animator play animation clip, playable time is 4,98618768388405
Updating animator play animation clip, playable time is 4,99226704845205
Updating animator play animation clip, playable time is 4,99833334842697
Updating animator play animation clip, playable time is 5,00439414847642
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10905
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension_FinalBoss
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_ZeroDimension_FinalCutscene
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Load called for path cq3_save0.dat
Converting save path cq3_save0.dat to allow for NG+ conversion, saveData is
SaveGameData
Save Settings called for path cq3_settings.dat
Save called for path cq3_save0.dat
Load called for path cq3_autosave0.dat
Converting save path cq3_autosave0.dat to allow for NG+ conversion, saveData is
SaveGameData
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[DespawnPlayerSystem] --- RemovePlayerEvent detected
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Interior_ZeroDimension_FinalCutscene
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading TitleScene
Load called for path cq3_save0.dat
Load called for path cq3_save1.dat
Load called for path cq3_save2.dat
Load called for path cq3_save3.dat
Load called for path cq3_save4.dat
Load called for path cq3_save5.dat
Load called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Load called for path cq3_autosave0.dat
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
[ Scene Change Progress ] ------ Post Transition Completed
Updating CameraPresetUICanvases
Save Settings called for path cq3_settings.dat
UIControllerPanel OnAllShowPanelComplete
Setting up 4 worker threads for Enlighten.
Releasing render texture that is set as [Link]!
0x63572e58 (UnityPlayer) UnityMain
0x63572db1 (UnityPlayer) UnityMain
0x635679d7 (UnityPlayer) UnityMain
0x631d15f9 (UnityPlayer)
0x630e18e1 (UnityPlayer)
0x6328e420 (UnityPlayer)
0x63693211 (UnityPlayer) UnityMain
0x63692b0b (UnityPlayer) UnityMain
0x6310da1e (UnityPlayer)
0x63289c3d (UnityPlayer)
0x6328a625 (UnityPlayer)
0x6329b58e (UnityPlayer)
0x63412fc9 (UnityPlayer)
0x76c2182b (USER32) AddClipboardFormatListener
0x76c17f1a (USER32) GetClassLongW
0x76c17b30 (USER32) GetClassLongW
0x76c1bfef (USER32) CallNextHookEx
0x779a56cd (ntdll) KiUserCallbackDispatcher
0x76c15f9c (USER32) PostMessageW
0x750135c5 (uxtheme) Ordinal132
0x7500fae1 (uxtheme) Ordinal45
0x7500f758 (uxtheme) Ordinal45
0x76c16be7 (USER32) GetSystemMetricsForDpi
0x63414729 (UnityPlayer)
0x76c2182b (USER32) AddClipboardFormatListener
0x76c17f1a (USER32) GetClassLongW
0x76c167c0 (USER32) DispatchMessageW
0x76c08570 (USER32) DispatchMessageA
0x63579026 (UnityPlayer) UnityMain
0x6341515a (UnityPlayer)
0x634174a0 (UnityPlayer)
0x634176d5 (UnityPlayer) UnityMain
0x00a21015 (Cat Quest III)
0x00a211d9 (Cat Quest III)
0x75f0fcc9 (KERNEL32) BaseThreadInitThunk
0x779982ae (ntdll) RtlGetAppContainerNamedObjectPath
0x7799827e (ntdll) RtlGetAppContainerNamedObjectPath

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