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Output Log

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Vinicius Almeida
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0% found this document useful (0 votes)
44 views66 pages

Output Log

Uploaded by

Vinicius Almeida
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
You are on page 1/ 66

Mono path[0] = 'V:/jogos/casual/Cat Quest 3 (2024)/CatQuest3/Cat Quest

III_Data/Managed'
Mono config path = 'V:/jogos/casual/Cat Quest 3
(2024)/CatQuest3/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 11 workers.
Initialize engine version: 2022.3.14f1 (eff2de9070d8)
[Subsystems] Discovering subsystems at path V:/jogos/casual/Cat Quest 3
(2024)/CatQuest3/Cat Quest III_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: AMD Radeon RX 6600 (ID=0x73ff)
Vendor: ATI
VRAM: 3072 MB
Driver: 31.0.12027.9001
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 5.999 seconds
- Finished resetting the current domain, in 0.001 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
New input system (experimental) initialized
Using Windows.Gaming.Input
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.958300 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_settings.dat
Load called for path cq3_keybinds.dat
SteamworksPlatform - OnEnable
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
Unloading 5 Unused Serialized files (Serialized files now loaded: 261)
UnloadTime: 5.830300 ms
Unloading 576 unused Assets to reduce memory usage. Loaded Objects now: 16968.
Total: 7.565700 ms (FindLiveObjects: 0.665600 ms CreateObjectMapping: 0.707200 ms
MarkObjects: 5.663100 ms DeleteObjects: 0.529700 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
UIControllerPanel OnAllShowPanelComplete
Save Settings called for path cq3_settings.dat
[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_save0.dat
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
ControllerPrompt::Cancel
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
Start assignment of controllers to players ...
Joystick 0
Assigning controllers
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=1)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 2
New Controller assigned ... prepare container for 1
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Load called for path cq3_save0.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
[ 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
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!
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!
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
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (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 (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
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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_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_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_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_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/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_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/Code Island/PUZZLESTONE/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/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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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/Code Island/PUZZLESTONE/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/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/Sandy
Islands/PUZZLESTONE/SandyIsland_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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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
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/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_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/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_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_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_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/ChestTrigger_Straits_01/Chest_Base"
[ 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
'PrimeTweenConfig.SetTweensCapacity(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
'PrimeTweenConfig.SetTweensCapacity(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
'PrimeTweenConfig.SetTweensCapacity(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
'PrimeTweenConfig.SetTweensCapacity(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
'PrimeTweenConfig.SetTweensCapacity(int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
grid num -3
DESPAWNING!!!!
grid num -2
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 11275.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = 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 11278.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = 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 11283.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = 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 11284.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = 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 11287.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = 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 11296.
To disable this warning, set 'PrimeTweenConfig.warnEndValueEqualsCurrent = false;'.
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
grid num -3
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0,00693750008940697
Updating animator play animation clip, playable time is 0,0140680000185966
Updating animator play animation clip, playable time is 0,0210055001080036
Updating animator play animation clip, playable time is 0,0279430001974106
Updating animator play animation clip, playable time is 0,0348805002868176
Updating animator play animation clip, playable time is 0,0418180003762245
Updating animator play animation clip, playable time is 0,0487555004656315
Updating animator play animation clip, playable time is 0,0556930005550385
Updating animator play animation clip, playable time is 0,0626305006444454
Updating animator play animation clip, playable time is 0,0695680007338524
Updating animator play animation clip, playable time is 0,0765055008232594
Updating animator play animation clip, playable time is 0,0834430009126663
Updating animator play animation clip, playable time is 0,0903805010020733
Updating animator play animation clip, playable time is 0,0973180010914803
Updating animator play animation clip, playable time is 0,104255501180887
Updating animator play animation clip, playable time is 0,111193001270294
Updating animator play animation clip, playable time is 0,118130501359701
Updating animator play animation clip, playable time is 0,125068001449108
Updating animator play animation clip, playable time is 0,132005501538515
Updating animator play animation clip, playable time is 0,138943001627922
Updating animator play animation clip, playable time is 0,145880501717329
Updating animator play animation clip, playable time is 0,152818001806736
Updating animator play animation clip, playable time is 0,159755501896143
Updating animator play animation clip, playable time is 0,16669300198555
Updating animator play animation clip, playable time is 0,173630502074957
Updating animator play animation clip, playable time is 0,180568002164364
Updating animator play animation clip, playable time is 0,187520902138203
Updating animator play animation clip, playable time is 0,19445840222761
Updating animator play animation clip, playable time is 0,201410402078182
Updating animator play animation clip, playable time is 0,208358102012426
Updating animator play animation clip, playable time is 0,215295602101833
Updating animator play animation clip, playable time is 0,22224350227043
Updating animator play animation clip, playable time is 0,229181002359837
Updating animator play animation clip, playable time is 0,236133502330631
Updating animator play animation clip, playable time is 0,243071002420038
Updating animator play animation clip, playable time is 0,250018602237105
Updating animator play animation clip, playable time is 0,256969302427024
Updating animator play animation clip, playable time is 0,263906802516431
Updating animator play animation clip, playable time is 0,270862102508545
Updating animator play animation clip, playable time is 0,277799602597952
Updating animator play animation clip, playable time is 0,28475340269506
Updating animator play animation clip, playable time is 0,291703802533448
Updating animator play animation clip, playable time is 0,298641302622855
Updating animator play animation clip, playable time is 0,305578802712262
Updating animator play animation clip, playable time is 0,31253200257197
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Updating animator play animation clip, playable time is 2,88228941755369
Updating animator play animation clip, playable time is 2,8892269176431
Updating animator play animation clip, playable time is 2,89617501758039
Updating animator play animation clip, playable time is 2,9031125176698
Updating animator play animation clip, playable time is 2,9100500177592
Updating animator play animation clip, playable time is 2,91700471797958
Updating animator play animation clip, playable time is 2,92395151779056
Updating animator play animation clip, playable time is 2,93090401776135
Updating animator play animation clip, playable time is 2,93785171769559
Updating animator play animation clip, playable time is 2,944789217785
Updating animator play animation clip, playable time is 2,95174121763557
Updating animator play animation clip, playable time is 2,9586859177798
Updating animator play animation clip, playable time is 2,96562341786921
Updating animator play animation clip, playable time is 2,97257531806827
Updating animator play animation clip, playable time is 2,97951281815767
Updating animator play animation clip, playable time is 2,9864621181041
Updating animator play animation clip, playable time is 2,99339961819351
Updating animator play animation clip, playable time is 3,00034911837429
Updating animator play animation clip, playable time is 3,00729701854289
Updating animator play animation clip, playable time is 3,01423451863229
Updating animator play animation clip, playable time is 3,02118361881003
Updating animator play animation clip, playable time is 3,0281339189969
Updating animator play animation clip, playable time is 3,03508291905746
Updating animator play animation clip, playable time is 3,04203051887453
Updating animator play animation clip, playable time is 3,04897971870378
Updating animator play animation clip, playable time is 3,05591721879318
Updating animator play animation clip, playable time is 3,06285471888259
Updating animator play animation clip, playable time is 3,06981191877276
Updating animator play animation clip, playable time is 3,07674941886216
Updating animator play animation clip, playable time is 3,08369641890749
Updating animator play animation clip, playable time is 3,0906339189969
Updating animator play animation clip, playable time is 3,09758581919596
Updating animator play animation clip, playable time is 3,10453291935846
Updating animator play animation clip, playable time is 3,11147041944787
Updating animator play animation clip, playable time is 3,11842351965606
Updating animator play animation clip, playable time is 3,12536101974547
Updating animator play animation clip, playable time is 3,13231831975281
Updating animator play animation clip, playable time is 3,13925581984222
Updating animator play animation clip, playable time is 3,14620831981301
Updating animator play animation clip, playable time is 3,15314581990242
Updating animator play animation clip, playable time is 3,16009341971949
Updating animator play animation clip, playable time is 3,16704241978005
Updating animator play animation clip, playable time is 3,17398781981319
Updating animator play animation clip, playable time is 3,1809253199026
Updating animator play animation clip, playable time is 3,18787371972576
Updating animator play animation clip, playable time is 3,19481121981516
Updating animator play animation clip, playable time is 3,20176441967487
Updating animator play animation clip, playable time is 3,20871071983129
Updating animator play animation clip, playable time is 3,21566011989489
Updating animator play animation clip, playable time is 3,2225976199843
Updating animator play animation clip, playable time is 3,22954902006313
Updating animator play animation clip, playable time is 3,23649932025
Updating animator play animation clip, playable time is 3,2434445200488
Updating animator play animation clip, playable time is 3,2503820201382
Updating animator play animation clip, playable time is 3,25733241997659
Updating animator play animation clip, playable time is 3,26428342005238
Updating animator play animation clip, playable time is 3,27122092014179
Updating animator play animation clip, playable time is 3,27815842023119
Updating animator play animation clip, playable time is 3,28510762006044
Updating animator play animation clip, playable time is 3,29205672023818
Updating animator play animation clip, playable time is 3,29899422032759
Updating animator play animation clip, playable time is 3,30594532052055
Updating animator play animation clip, playable time is 3,31289042066783
Updating animator play animation clip, playable time is 3,31983892060816
Updating animator play animation clip, playable time is 3,32678752066568
Updating animator play animation clip, playable time is 3,33372502075508
Updating animator play animation clip, playable time is 3,34067692095414
Updating animator play animation clip, playable time is 3,34761442104355
Updating animator play animation clip, playable time is 3,35456592123955
Updating animator play animation clip, playable time is 3,36151152104139
Updating animator play animation clip, playable time is 3,36845792084932
Updating animator play animation clip, playable time is 3,37540252087638
Updating animator play animation clip, playable time is 3,38234002096578
Updating animator play animation clip, playable time is 3,38928912114352
Updating animator play animation clip, playable time is 3,39623662130907
Updating animator play animation clip, playable time is 3,40317412139848
Updating animator play animation clip, playable time is 3,41011942131445
Updating animator play animation clip, playable time is 3,41707012150437
Updating animator play animation clip, playable time is 3,42401752155274
Updating animator play animation clip, playable time is 3,43095502164215
Updating animator play animation clip, playable time is 3,43790492182598
Updating animator play animation clip, playable time is 3,4448548220098
Updating animator play animation clip, playable time is 3,45180092193186
Updating animator play animation clip, playable time is 3,45873842202127
Updating animator play animation clip, playable time is 3,46568942209706
Updating animator play animation clip, playable time is 3,47263732226565
Updating animator play animation clip, playable time is 3,47957482235506
Updating animator play animation clip, playable time is 3,48652242217213
Updating animator play animation clip, playable time is 3,49345992226154
Updating animator play animation clip, playable time is 3,500415422488
Updating animator play animation clip, playable time is 3,50735292257741
Updating animator play animation clip, playable time is 3,51430212240666
Updating animator play animation clip, playable time is 3,52124952245504
Updating animator play animation clip, playable time is 3,52818702254444
Updating animator play animation clip, playable time is 3,53514682268724
Updating animator play animation clip, playable time is 3,54208432277665
Updating animator play animation clip, playable time is 3,54903502296656
Updating animator play animation clip, playable time is 3,55597952287644
Updating animator play animation clip, playable time is 3,56292582303286
Updating animator play animation clip, playable time is 3,56986332312226
Updating animator play animation clip, playable time is 3,57681232318282
Updating animator play animation clip, playable time is 3,58376452326775
Updating animator play animation clip, playable time is 3,59070202335715
Updating animator play animation clip, playable time is 3,59764752350748
Updating animator play animation clip, playable time is 3,60459232330322
Updating animator play animation clip, playable time is 3,61153862345964
Updating animator play animation clip, playable time is 3,61847612354904
Updating animator play animation clip, playable time is 3,62542992364615
Updating animator play animation clip, playable time is 3,63237832346931
Updating animator play animation clip, playable time is 3,63931582355872
Updating animator play animation clip, playable time is 3,64626652374864
Updating animator play animation clip, playable time is 3,65321632381529
Updating animator play animation clip, playable time is 3,66015382390469
Updating animator play animation clip, playable time is 3,66710352385417
Updating animator play animation clip, playable time is 3,6740482239984
Updating animator play animation clip, playable time is 3,6809857240878
Updating animator play animation clip, playable time is 3,68793412391096
Updating animator play animation clip, playable time is 3,6948803239502
Updating animator play animation clip, playable time is 3,70181782403961
Updating animator play animation clip, playable time is 3,70877082413062
Updating animator play animation clip, playable time is 3,71571942418814
Updating animator play animation clip, playable time is 3,72265692427754
Updating animator play animation clip, playable time is 3,72960802447051
Updating animator play animation clip, playable time is 3,73655292438343
Updating animator play animation clip, playable time is 3,74349792441353
Updating animator play animation clip, playable time is 3,75044692447409
Updating animator play animation clip, playable time is 3,7573844245635
Updating animator play animation clip, playable time is 3,76432962436229
Updating animator play animation clip, playable time is 3,77128252433613
Updating animator play animation clip, playable time is 3,77822002442554
Updating animator play animation clip, playable time is 3,78517742455006
Updating animator play animation clip, playable time is 3,79211492463946
Updating animator play animation clip, playable time is 3,79906082479283
Updating animator play animation clip, playable time is 3,80599832488224
Updating animator play animation clip, playable time is 3,81295182509348
Updating animator play animation clip, playable time is 3,81989972526208
Updating animator play animation clip, playable time is 3,82683722535148
Updating animator play animation clip, playable time is 3,83378622541204
Updating animator play animation clip, playable time is 3,84072372550145
Updating animator play animation clip, playable time is 3,84768302552402
Updating animator play animation clip, playable time is 3,85462052561343
Updating animator play animation clip, playable time is 3,86157162580639
Updating animator play animation clip, playable time is 3,86851952597499
Updating animator play animation clip, playable time is 3,87546552577987
Updating animator play animation clip, playable time is 3,88240302586928
Updating animator play animation clip, playable time is 3,88935282593593
Updating animator play animation clip, playable time is 3,89629822596908
Updating animator play animation clip, playable time is 3,90323572605848
Updating animator play animation clip, playable time is 3,91018342599273
Updating animator play animation clip, playable time is 3,91713052615523
Updating animator play animation clip, playable time is 3,92406802624464
Updating animator play animation clip, playable time is 3,93102002609521
Updating animator play animation clip, playable time is 3,93795752618462
Updating animator play animation clip, playable time is 3,94491402618587
Updating animator play animation clip, playable time is 3,95186182623729
Updating animator play animation clip, playable time is 3,9587993263267
Updating animator play animation clip, playable time is 3,96575112640858
Updating animator play animation clip, playable time is 3,9726983262226
Updating animator play animation clip, playable time is 3,97964322613552
Updating animator play animation clip, playable time is 3,98658072622493
Updating animator play animation clip, playable time is 3,99351822631434
Updating animator play animation clip, playable time is 4,00047512631863
Updating animator play animation clip, playable time is 0
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating animator play animation clip, playable time is 0,00693750008940697
Updating animator play animation clip, playable time is 0,0138850002549589
Updating animator play animation clip, playable time is 0,0208497000858188
Updating animator play animation clip, playable time is 0,0277872001752257
Updating animator play animation clip, playable time is 0,0347247002646327
Updating animator play animation clip, playable time is 0,0416704001836479
Updating animator play animation clip, playable time is 0,0486079002730548
Updating animator play animation clip, playable time is 0,0555691001936793
Updating animator play animation clip, playable time is 0,0625066002830863
Updating animator play animation clip, playable time is 0,0694441003724933
Updating animator play animation clip, playable time is 0,0764003004878759
Updating animator play animation clip, playable time is 0,0833457005210221
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Updating animator play animation clip, playable time is 0,0972288004122674
Updating animator play animation clip, playable time is 0,104177600238472
Updating animator play animation clip, playable time is 0,111123500391841
Updating animator play animation clip, playable time is 0,118061000481248
Updating animator play animation clip, playable time is 0,125008200295269
Updating animator play animation clip, playable time is 0,131956100463867
Updating animator play animation clip, playable time is 0,138904600404203
Updating animator play animation clip, playable time is 0,145851400215179
Updating animator play animation clip, playable time is 0,152797400020063
Updating animator play animation clip, playable time is 0,15973490010947
Updating animator play animation clip, playable time is 0,166689100209624
Updating animator play animation clip, playable time is 0,173626600299031
Updating animator play animation clip, playable time is 0,180580100510269
Updating animator play animation clip, playable time is 0,187517600599676
Updating animator play animation clip, playable time is 0,194471400696784
Updating animator play animation clip, playable time is 0,201408900786191
Updating animator play animation clip, playable time is 0,208353600930423
Updating animator play animation clip, playable time is 0,215303801000118
Updating animator play animation clip, playable time is 0,222241301089525
Updating animator play animation clip, playable time is 0,229191101156175
Updating animator play animation clip, playable time is 0,236136201303452
Updating animator play animation clip, playable time is 0,243073701392859
Updating animator play animation clip, playable time is 0,250029801391065
Updating animator play animation clip, playable time is 0,256976701319218
Updating animator play animation clip, playable time is 0,263914201408625
Updating animator play animation clip, playable time is 0,270859101321548
Updating animator play animation clip, playable time is 0,277811501175165
Updating animator play animation clip, playable time is 0,284759301226586
Updating animator play animation clip, playable time is 0,291696801315993
Updating animator play animation clip, playable time is 0,298647201154381
Updating animator play animation clip, playable time is 0,305584701243788
Updating animator play animation clip, playable time is 0,312536901328713
Updating animator play animation clip, playable time is 0,319481501355767
Updating animator play animation clip, playable time is 0,326419001445174
Updating animator play animation clip, playable time is 0,333372701425105
Updating animator play animation clip, playable time is 0,340310201514512
Updating animator play animation clip, playable time is 0,347262401599437
Updating animator play animation clip, playable time is 0,354199901688844
Updating animator play animation clip, playable time is 0,361155801918358
Updating animator play animation clip, playable time is 0,368093302007765
Updating animator play animation clip, playable time is 0,375051002018154
Updating animator play animation clip, playable time is 0,381988502107561
Updating animator play animation clip, playable time is 0,388935301918536
Updating animator play animation clip, playable time is 0,395884601864964
Updating animator play animation clip, playable time is 0,402822101954371
Updating animator play animation clip, playable time is 0,409768601879478
Updating animator play animation clip, playable time is 0,416714301798493
Updating animator play animation clip, playable time is 0,4236518018879
Updating animator play animation clip, playable time is 0,430605601985008
Updating animator play animation clip, playable time is 0,437543102074414
Updating animator play animation clip, playable time is 0,444496802054346
Updating animator play animation clip, playable time is 0,451434302143753
Updating animator play animation clip, playable time is 0,458389902021736
Updating animator play animation clip, playable time is 0,465327402111143
Updating animator play animation clip, playable time is 0,472282002214342
Updating animator play animation clip, playable time is 0,479219502303749
Updating animator play animation clip, playable time is 0,486167902126908
Updating animator play animation clip, playable time is 0,493114502169192
Updating animator play animation clip, playable time is 0,500063202343881
Updating animator play animation clip, playable time is 0,507000702433288
Updating animator play animation clip, playable time is 0,513949302490801
Updating animator play animation clip, playable time is 0,520886802580208
Updating animator play animation clip, playable time is 0,527840102557093
Updating animator play animation clip, playable time is 0,5347776026465
Updating animator play animation clip, playable time is 0,541728702839464
Updating animator play animation clip, playable time is 0,548666202928871
Updating animator play animation clip, playable time is 0,555623302701861
Updating animator play animation clip, playable time is 0,562568502500653
Updating animator play animation clip, playable time is 0,569516302552074
Updating animator play animation clip, playable time is 0,576453802641481
Updating animator play animation clip, playable time is 0,583408102858812
Updating animator play animation clip, playable time is 0,590345602948219
Updating animator play animation clip, playable time is 0,597292002756149
Updating animator play animation clip, playable time is 0,604241802822798
Updating animator play animation clip, playable time is 0,611179302912205
Updating animator play animation clip, playable time is 0,618127402849495
Updating animator play animation clip, playable time is 0,625072602648288
Updating animator play animation clip, playable time is 0,63202010281384
Updating animator play animation clip, playable time is 0,638964602723718
Updating animator play animation clip, playable time is 0,645902102813125
Updating animator play animation clip, playable time is 0,652855302672833
Updating animator play animation clip, playable time is 0,659801902715117
Updating animator play animation clip, playable time is 0,666749402880669
Updating animator play animation clip, playable time is 0,673694602679461
Updating animator play animation clip, playable time is 0,680641802493483
Updating animator play animation clip, playable time is 0,687587402295321
Updating animator play animation clip, playable time is 0,694524902384728
Updating animator play animation clip, playable time is 0,701478502247483
Updating animator play animation clip, playable time is 0,70841600233689
Updating animator play animation clip, playable time is 0,715361902490258
Updating animator play animation clip, playable time is 0,722299402579665
Updating animator play animation clip, playable time is 0,729251402430236
Updating animator play animation clip, playable time is 0,736197802238166
Updating animator play animation clip, playable time is 0,743135302327573
Updating animator play animation clip, playable time is 0,750085802283138
Updating animator play animation clip, playable time is 0,757032702211291
Updating animator play animation clip, playable time is 0,763970202300698
Updating animator play animation clip, playable time is 0,770932002458721
Updating animator play animation clip, playable time is 0,777869502548128
Updating animator play animation clip, playable time is 0,784820402506739
Updating animator play animation clip, playable time is 0,791757902596146
Updating animator play animation clip, playable time is 0,798708902671933
Updating animator play animation clip, playable time is 0,805653402581811
Updating animator play animation clip, playable time is 0,812590902671218
Updating animator play animation clip, playable time is 0,819542502518743
Updating animator play animation clip, playable time is 0,82648000260815
Updating animator play animation clip, playable time is 0,833432402461767
Updating animator play animation clip, playable time is 0,840369902551174
Updating animator play animation clip, playable time is 0,847322302404791
Updating animator play animation clip, playable time is 0,854268902447075
Updating animator play animation clip, playable time is 0,861206402536482
Updating animator play animation clip, playable time is 0,868160102516413
Updating animator play animation clip, playable time is 0,875108702573925
Updating animator play animation clip, playable time is 0,882053202483803
Updating animator play animation clip, playable time is 0,888998502399772
Updating animator play animation clip, playable time is 0,895943702198565
Updating animator play animation clip, playable time is 0,902894402388483
Updating animator play animation clip, playable time is 0,90983190247789
Updating animator play animation clip, playable time is 0,916769402567297
Updating animator play animation clip, playable time is 0,923721602652222
Updating animator play animation clip, playable time is 0,930668102577329
Updating animator play animation clip, playable time is 0,937605602666736
Updating animator play animation clip, playable time is 0,944557702634484
Updating animator play animation clip, playable time is 0,951495202723891
Updating animator play animation clip, playable time is 0,958452002611011
Updating animator play animation clip, playable time is 0,965389502700418
Updating animator play animation clip, playable time is 0,972343702800572
Updating animator play animation clip, playable time is 0,979289102833718
Updating animator play animation clip, playable time is 0,986226602923125
Updating animator play animation clip, playable time is 0,993173002731055
Updating animator play animation clip, playable time is 1,00012140255421
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Updating animator play animation clip, playable time is 1,01400660257787
Updating animator play animation clip, playable time is 1,0209530023858
Updating animator play animation clip, playable time is 1,02789970254526
Updating animator play animation clip, playable time is 1,0348474024795
Updating animator play animation clip, playable time is 1,0417953026481
Updating animator play animation clip, playable time is 1,0487328027375
Updating animator play animation clip, playable time is 1,05568580282852
Updating animator play animation clip, playable time is 1,06262330291793
Updating animator play animation clip, playable time is 1,06957060284913
Updating animator play animation clip, playable time is 1,07652150280774
Updating animator play animation clip, playable time is 1,08346780296415
Updating animator play animation clip, playable time is 1,09040530305356
Updating animator play animation clip, playable time is 1,09735630312935
Updating animator play animation clip, playable time is 1,10430440306664
Updating animator play animation clip, playable time is 1,11124190315604
Updating animator play animation clip, playable time is 1,11817940324545
Updating animator play animation clip, playable time is 1,12513070320711
Updating animator play animation clip, playable time is 1,13207700336352
Updating animator play animation clip, playable time is 1,13902560342103
Updating animator play animation clip, playable time is 1,14597190357745
Updating animator play animation clip, playable time is 1,15291910339147
Updating animator play animation clip, playable time is 1,15985660348088
Updating animator play animation clip, playable time is 1,16680680355057
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Save called for path cq3_autosave0.dat
No point of interests found for quest MainQuest_Intro!
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
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 Grunt_RatBomber_Tutorial_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
DESPAWNING!!!!
grid num -2
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
grid num -3
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_Rat_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
Deaggro set destination
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
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
Joystick disconnected ("Wireless Controller").
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = XInput Gamepad 2 Id = 1 Type = Joystick
Controller disconnected ... remove tweens for 1
A controller is being disconnected! Name = Sony DualShock 4 Id = 3 Type = Joystick
Controller disconnected ... remove tweens for 3
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
charging is false
charging is false
charging is false
Joystick disconnected ("Wireless Controller").
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Updating CameraPresetUICanvases
Controller disconnected ... remove tweens for 0
A controller is being disconnected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Controller disconnected ... remove tweens for 2
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
Joystick reconnected ("Wireless Controller").
A controller was connected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 2
[DespawnPlayerSystem] --- RemovePlayerEvent detected
[DepsawnPlayerSystem] ---- DespawnPlayerStart
charging is false
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 0
[DepsawnPlayerSystem] ---- DespawnPlayerStartCompleted
[DepsawnPlayerSystem] ---- DespawnPlayerHandlerImmediate
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
New Controller assigned ... prepare container for 0
co op false
charging is false
charging is false
Deaggro set destination
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
Joystick disconnected ("Wireless Controller").
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Controller disconnected ... remove tweens for 0
A controller is being disconnected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Controller disconnected ... remove tweens for 2
charging is false
Joystick reconnected ("Wireless Controller").
A controller was connected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 2
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 0
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Joystick disconnected ("Wireless Controller").
A controller is being disconnected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Controller disconnected ... remove tweens for 0
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Controller disconnected ... remove tweens for 2
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Deaggro set destination
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
charging is false
Joystick reconnected ("Wireless Controller").
A controller was connected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 2
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 0
Joystick reconnected ("Wireless Controller").
A controller was connected! Name = Sony DualShock 4 Id = 3 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 3
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 2 Id = 1 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 1
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
Recreating render texture for Map UI
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
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
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
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
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ 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
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!!!!
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
[ 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(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
[ Scene Change Progress ] ------ Post Transition Completed
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
Start assignment of controllers to players ...
Joystick 0
Assigning controllers
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=1)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 2
New Controller assigned ... prepare container for 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
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
[ 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
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
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!
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!
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
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (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 (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
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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_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_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_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_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/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_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/Code Island/PUZZLESTONE/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/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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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/Code Island/PUZZLESTONE/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/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/Sandy
Islands/PUZZLESTONE/SandyIsland_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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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
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/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_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/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_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_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_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/ChestTrigger_Straits_01/Chest_Base"
[ 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 WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_Gate_Catuga
Loading quest MainQuest_01
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
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_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest WorldQuest_FurstCave
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_Intro
Loading quest WorldQuest_Gate_CoralLake
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_FortTail
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_SkinnyIsland
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
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_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Save called for path cq3_save0.dat
Save called for path cq3_autosave0.dat
No point of interests found for quest MainQuest_Intro!
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[DespawnPlayerSystem] --- RemovePlayerEvent detected
[DepsawnPlayerSystem] ---- DespawnPlayerHandlerImmediate
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
co op false
charging is false
charging is false
[ Scene Change Progress ] ------ PreTransition Completed
[ 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!!!!
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
[ 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(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
[ Scene Change Progress ] ------ Post Transition Completed
Joystick disconnected ("Wireless Controller").
A controller is being disconnected! Name = XInput Gamepad 2 Id = 1 Type = Joystick
Controller disconnected ... remove tweens for 1
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = Sony DualShock 4 Id = 3 Type = Joystick
Controller disconnected ... remove tweens for 3
UIControllerPanel OnAllShowPanelComplete
Joystick disconnected ("Wireless Controller").
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Controller disconnected ... remove tweens for 0
A controller is being disconnected! Name = Sony DualShock 4 Id = 2 Type = Joystick
Controller disconnected ... remove tweens for 2
Joystick reconnected ("Wireless Controller").
Joystick reconnected ("Wireless Controller").
Joystick disconnected ("Wireless Controller").
Rewired: [WARNING] Exception creating custom driver joystick. Will fall back to
normal HID joystick.
A controller was connected! Name = Sony DualShock 4 Id = 4 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 4
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
Joystick disconnected ("Wireless Controller").
A controller is being disconnected! Name = Sony DualShock 4 Id = 4 Type = Joystick
Controller disconnected ... remove tweens for 4
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 0
Joystick reconnected ("Wireless Controller").
Joystick disconnected ("Controller (XBOX 360 For Windows)").
A controller is being disconnected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Controller disconnected ... remove tweens for 0
A controller was connected! Name = Sony DualShock 4 Id = 5 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 5
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 1 Id = 0 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 0
Joystick reconnected ("Wireless Controller").
A controller was connected! Name = Sony DualShock 4 Id = 3 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 3
Joystick reconnected ("Controller (XBOX 360 For Windows)").
A controller was connected! Name = XInput Gamepad 2 Id = 1 Type = Joystick
Joystick auto assgined!!
New Controller assigned ... prepare container for 1
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
ControllerPrompt::Cancel
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
Start assignment of controllers to players ...
Joystick 5
Assigning controllers
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=1)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 2
New Controller assigned ... prepare container for 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 1
New Controller assigned ... prepare container for 0
Updating CameraPresetUICanvases
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=9999999)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player System
Start assignment of controllers to players ...
Joystick 1
Assigning controllers
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=1)
[GA_DEBUG]:Assigned XInput Gamepad 2 to Player Player 2
New Controller assigned ... prepare container for 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer(player.id=0)
[GA_DEBUG]:Assigned Sony DualShock 4 to Player Player 1
New Controller assigned ... prepare container for 0
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
[ 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
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
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!
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!
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
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
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
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (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 (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
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely 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
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_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_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_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_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_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/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_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/Code Island/PUZZLESTONE/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/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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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/Code Island/PUZZLESTONE/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/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/Sandy
Islands/PUZZLESTONE/SandyIsland_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/Code Island/PUZZLESTONE/HitComboPuzzlePiece_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/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
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/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_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/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_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_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_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/ChestTrigger_Straits_01/Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -3
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_Gate_Catuga
Loading quest MainQuest_01
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
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_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest WorldQuest_FurstCave
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_Intro
Loading quest WorldQuest_Gate_CoralLake
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_FortTail
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_SkinnyIsland
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
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_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Save called for path cq3_save0.dat
Save called for path cq3_autosave0.dat
No point of interests found for quest MainQuest_Intro!
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[ 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
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Update button to show conflict animation.
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Setting up 3 worker threads for Enlighten.

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